Author Topic: inf Zitrone update2  (Read 2511 times)

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Offline Blacksheepboy

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inf Zitrone update2
« on: April 04, 2008, 08:18:51 pm »
inf Zitrone update 2

New zombie map (go figures ::)). I originally only made the basic structure as a little test of mine, but just recently fixed it up and am working on it again. I'm trying some new stuff here (new for me), by giving my underground sewer/cave a more dynamic background and other things. Also trying to work on my size proportions better. So without further ado:


Linksy for Bigger Screeny (64% zoom): Bigger

Linksy for Burning House: Burning House

Technical Specifications:
Polygons: 803
Scenery: 258
Spawns: 29
Colliders: 0
Waypoints: 160 (Yes)
Dimensions: 6171x679

History on title of map:

I looked up the word, Vicissitude (credits going back to El_spec and E_A), which (basically) meant a change in the course of events. So, I looked the word on Thesaurus.com, and I ended up finding the word Jalopy (actually, I found jalopy by looking up the word trans, which was the old map name for this map). Jalopy is just an old 50's term for a hot-rod car. Somehow I came across the term, Lemon (a slang term for a defective automobile). I then translated the word "Lemon" into German, and got Zitrone.

The end.


Information I almost forgot to add put here... if you can't tell, the map has eight textures. I was heavily inspired by another map I almost made which was going to have 5. Also...Alpha spawns in the far left building, and Bravo spawns throughout the right side. It'll be a pretty long map so hopefully the difficulty is spread throughout and it isn't too easy or too hard. You can "drill" through the door that leads into the house that leads into the tunnel (credits to Maek| for the idea ;)).

I know you ought to be able to do most things with a couple well used textures, but I wanted more variety than 1 or 2 nice textures would allow. Hopefully, that doesn't constitute to lots of lag and unplayability. It works fine on my computer *shrug*

Credits:

To lots of people for lots of scenery. It would take me quite some time to hunt down everyone whos scenery I'm using... well, the only thing that is sort of mine are the clouds that I used from Yahoo weather :). They have nice clouds. Also credits to VTT for the flame ideas from TW_Rage. I used his idea for fire on the smoking telephone pole.


Map now posted as a complete version here: http://forums.soldat.pl/index.php?topic=26253.0
« Last Edit: April 12, 2008, 03:51:19 pm by Blacksheepboy »

El_Spec

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Re: inf Zitrone
« Reply #1 on: April 05, 2008, 09:57:06 pm »
I really like it so far, I'm downloading this once you release it.  I have to see spawn-points to give full statements, but I'm going to assume that Alpha spawns at the buildings at the left and Bravo spawns at the far right inside the tunnel and building above ground.  From what I'm guessing, this map proves to be fairly difficult.  Question though, in the middle, I see the exact same polygon structure as the lower tunnel, are the two linked, but is it dark, so you can't see it?  By the way, name sounds great, futuristic-like.

Offline Blacksheepboy

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Re: inf Zitrone
« Reply #2 on: April 05, 2008, 10:04:46 pm »
Question though, in the middle, I see the exact same polygon structure as the lower tunnel, are the two linked, but is it dark, so you can't see it?  By the way, name sounds great, futuristic-like.

I'm not sure exactly what you mean... do you mean the single polygon that's stone textured while the rest is cave textured? I know I accidentally did that...

Thanks about the name. You inspired it in me to go hunt for a better name ;)

You are correct about the spawns.
« Last Edit: April 06, 2008, 02:53:04 am by Blacksheepboy »

El_Spec

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Re: inf Zitrone
« Reply #3 on: April 05, 2008, 10:13:54 pm »
Like that part in the middle has the same texture as the one inside the tunnel.  Between the two, there is a huge dark spot.  Are the two linked like a tunnel, but it is shaded dark so you can't see it, or is it just made that way?

Because if the two aren't linked, this would be an extremely hard map since my spawn point predictions are right, Bravo can sit and camp inside that building near it and snipe off any in-coming players.  If the two are linked, Alpha then has two paths, through the house, although I wouldn't recommend going through there since it seems difficult or using the lower tunnel.  Everything else looks great, again looking forward to it.

Offline ChaosKiiD

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Re: inf Zitrone
« Reply #4 on: April 05, 2008, 10:18:05 pm »
Bravo can sit and camp inside that building near it and snipe off any in-coming players
Zombie map.

Offline Blacksheepboy

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Re: inf Zitrone_z
« Reply #5 on: April 05, 2008, 10:24:28 pm »
Well, I see now what you are saying... I could potentially turn this into TW or CTF, but would it be good for that? Humm, there would have to be good cover fire from houses. For now, it remains a zombie map, and will be released as such but maybe someday I'll work this up into a CTF map... thanks for the feedback El_Spec :). I ought to have made it clearer that it was zombie.

I'll eventually stop working up zombie maps to go back to make the traditional maps.
« Last Edit: April 05, 2008, 10:26:29 pm by Blacksheepboy »

Offline Arbiter

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Re: inf Zitrone_z
« Reply #6 on: April 05, 2008, 11:32:39 pm »
Well, I see now what you are saying... I could potentially turn this into TW or CTF, but would it be good for that? Humm, there would have to be good cover fire from houses. For now, it remains a zombie map, and will be released as such but maybe someday I'll work this up into a CTF map... thanks for the feedback El_Spec :). I ought to have made it clearer that it was zombie.

I'll eventually stop working up zombie maps to go back to make the traditional maps.

As a little request, please don't put _Z into the actual map name. It's, uh.. Well, I hope you get what I mean.

"Why beat kids when you can beat women?" - Espadon
"markin marknousky wont kno what hit him!" - Some loser.
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Offline Blacksheepboy

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Re: inf Zitrone_z
« Reply #7 on: April 06, 2008, 02:04:12 am »
Hrum? I'm not quite sure what you mean. This is intended to be a map zombie...

Edit:

Oh, I see what you mean...truly sorry :-\.
« Last Edit: April 06, 2008, 02:56:36 am by Blacksheepboy »

El_Spec

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Re: inf Zitrone
« Reply #8 on: April 06, 2008, 10:09:13 am »
This is a Zombie map?  I thought this was just any ordinary Infiltration map.  If that's the case, then my feedback regarding spray no longer applies.  That link between the dark spot won't be needed either.  Its best to make Zombie maps has hard as possible, and if you link the two, bots probably won't go up it unless you're a very good with waypoints and it would make the map a whole lot easier.

Offline Mr. Domino

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Re: inf Zitrone
« Reply #9 on: April 06, 2008, 10:37:54 am »
Looks great, but where would the Bravo flag be placed? On that platform underground? I understand it's not complete, but the only graphics criticism I have is that the trees look funky and the road, while a nice touch, should pan outward to add some feeling of depth instead of looking like you duct taped the map there. :P I'd also warn that it's very easy to horde bots while sitting atop low level ledges, perhaps the second floors of the houses and/or the rooftops. Waypointing so that those are accessible can fix that or by putting spawns there if that becomes an issue.

Offline Blacksheepboy

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Re: inf Zitrone
« Reply #10 on: April 06, 2008, 08:55:12 pm »
Its best to make Zombie maps has hard as possible, and if you link the two, bots probably won't go up it unless you're a very good with waypoints and it would make the map a whole lot easier.

They aren't linked ;). Actually, the dark part leads to eventual death, while the first little linkage is actually a "vent" that you can walk across. You have to go into the house to continue into the cave.

Thanks Domino :)

El_Spec

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Re: inf Zitrone
« Reply #11 on: April 06, 2008, 09:00:19 pm »
So the black part is the place where Zombies would charge into and kill themselves and have the bots recycling through out the game.  I get it now.  Looks great then, I don't see anything  else that would need revising.

Just out of curiosity, you said this map works fine on your computer, what are the technical specifications for it?  Because if they're high, I might not be able to play this.

Offline Blacksheepboy

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inf Zitrone update 2
« Reply #12 on: April 08, 2008, 03:21:37 pm »
Technical Specifications:
Polygons: 772
Scenery: 214
Spawns: 12
Colliders: 0
Waypoints: n/a
Dimensions: 6171x659
- 8 128x128 textures

Specs of my computer:
 -256mb RAM
 -16mb Nvidia 400mx/mx
 -1.3 ghz processor

The Basics.

Date Posted: April 07, 2008, 12:00:21 pm
Update

Alright, a pretty decent update. I added a good deal to the right side. See for yourself in the new screenshots in the topic post. It would take a little while to describe all the little additions.  The map is still not complete.

Just a note. The power lines by the burning house are deadly so as to prevent M79 boosting. Also, the wannabe TV dish thing on top of the burning house is a boost pad which'll launch you over the power lines after you obtain the objective from the burning house.


Update 2

Alright, another update! More power lines and anti M79 boosting stuff.

-Waypointed,
-spawns added,
-fixed the burning house and city,
-fixed some polybugs...

Almost done. I still have some stuff to work on..
« Last Edit: April 09, 2008, 01:40:37 am by Blacksheepboy »

Offline Henito Kisou

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Re: inf Zitrone update2
« Reply #13 on: April 09, 2008, 03:03:07 am »
A way to be pro... nice single player map, all zombie maps are intended for playing with bravo-bots only, so this may be something new, special and unique when released. Also good thing, looks to be possible beating this both, offline or cooperative with same fun.

Must-DL after release. :P

Offline Blacksheepboy

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Re: inf Zitrone update2
« Reply #14 on: April 09, 2008, 04:09:56 pm »
Oh I see, I wasn't quite sure whether or not I was to also place Delta and Charley spawns too. Alright, awesome I'll do that. I'll keep the bravo spawns where they are, but I'll also fill in Charley and Delta spawns in places.

edit:

Hmm, if it's a zombie infested area, you think there'd be more on fire and more stuff beat up? More blood? I'll edit this map up some... I've playtested it some and it does alright. I'll try to continue making it more team oriented. Should I do more to the sky? I'm sorta bad with clouds :-\
« Last Edit: April 09, 2008, 04:20:58 pm by Blacksheepboy »

El_Spec

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Re: inf Zitrone update2
« Reply #15 on: April 09, 2008, 04:25:19 pm »
I really don't like the updates to the map.  It was better when it was a suburb theme, how does a city fit in with it?  If you're willing to keep it, then have two versions then, original and with the city.  And based on the screenshot, the seems to be a very large map, the city will only have FPS problems and makes the map too long to score.

Offline Blacksheepboy

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Re: inf Zitrone update2
« Reply #16 on: April 09, 2008, 06:09:55 pm »
Actually, you'd be surprised at the length. It's just long, so that it looks a lot bigger, but really it's mostly straight to the objective, then the red flag is right next to the helicopter. Also, the length helps to spread the zombies out a good deal so that difficulty is just medium, not hard or impossible.

Good point though...I don't know how a city fits into it. Luckily, I did save before I got into making the city and all that, so making two versions would be easily possible.
« Last Edit: April 09, 2008, 08:41:17 pm by Blacksheepboy »