Author Topic: inf_OppOmaha *beach map*  (Read 3009 times)

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Offline Roloc

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inf_OppOmaha *beach map*
« on: July 30, 2006, 11:14:19 pm »
Hello all and welcome to my first ever map release on the new forums.
It took me a while to get the screen shots because my print screen key does not seem to want to function. So I had to download a screen shot utility.

Enough blabbering. This is a standard Omaha beach map. I know its been done. But I thought i would just throw mine in too. inf_oppOmaha (opperation Omaha)
Is my first ever map made with polyworks. Please give crit on it, as this is just a 15 min map. (Made in about 15 mins)

*note* I took the screenshots while in the polyworks map editor. My F4 key does not work in game. (for some odd reason) So there are no fancy explosions and what not. just the map. Im sorry the screen shots are in horrible resolution.
Also. there is no bot pathing yet.

Screen shots:




*let me see if i can clear up the next 2 imgs.*




*if the last 2 imgs are more clear let me know and i will fix the others.





Download: http://www.ihud.com/file.php?file=files/310706/1154318174/opp+omaha.zip


(EDIT) Mistake fixed uploading map with update.
« Last Edit: July 30, 2006, 11:28:09 pm by Roloc »


Offline jrgp

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Re: inf_OppOmaha *beach map*
« Reply #1 on: July 30, 2006, 11:26:25 pm »
Looks good, for a 15 minute map.

I think the cliff needs to be steeper, the big bunker at the end of the map should be taller/bigger and have more stat guns.
There are other worlds than these

Offline Roloc

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Re: inf_OppOmaha *beach map*
« Reply #2 on: July 30, 2006, 11:31:48 pm »
Ok, I have fixed the flags. Its officialy ready for dl.

I shall start on version 2. and put a little more time into it.


Offline crackadillicus

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Re: inf_OppOmaha *beach map*
« Reply #3 on: July 31, 2006, 02:23:16 am »
i like it....

but i think the spawn points are on the wrong sides (we charge the bunker - right?)

mebbe a few more cover spots for both sides - but otherwise i dig it
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Offline Scrooge

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Re: inf_OppOmaha *beach map*
« Reply #4 on: July 31, 2006, 02:37:41 am »
Hmmm... Pretty nice. Did you get that Idea from inf_invasion? and whats with the tank barricade things being in the middle of the floor?
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Offline Mothafix

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Re: inf_OppOmaha *beach map*
« Reply #5 on: July 31, 2006, 02:44:56 am »
Overview please.

Offline Leo

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Re: inf_OppOmaha *beach map*
« Reply #6 on: July 31, 2006, 03:31:30 am »
5.68 MB of scenery files ???...

Offline Eagles_Arrows

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Re: inf_OppOmaha *beach map*
« Reply #7 on: July 31, 2006, 06:36:10 am »
Unoriginal, but it's much better than Invasion, which happens to be very, very small.

There should be more of those "X" obstacles..

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Offline Roloc

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Re: inf_OppOmaha *beach map*
« Reply #8 on: July 31, 2006, 09:52:11 pm »
5.68 MB of scenery files ???...
I know. I just through in my whole gfx folder. Did not have the time to search through for the ones i used. This will be fixed soon, as I will have more time.

Hmmm... Pretty nice. Did you get that Idea from inf_invasion? and whats with the tank barricade things being in the middle of the floor?
Yes infact I did. I started working on this map right after watching Saveing private ryan. As for the "X" things being in the middle of the floor/ground its just an effect I use to make it look like thats part of the battle field. Some of you might see it that way... I built the map on a foundation, kinda like you would a  real house. First you put down a flat square cement surface and then build. This method allows me to delete hill/land etc etc and rebuild it with out redoing the entire map its self.

i like it....

but i think the spawn points are on the wrong sides (we charge the bunker - right?)

mebbe a few more cover spots for both sides - but otherwise i dig it
Yes, This too will be fixed. More stat guns will be placed, aswell as obstacles. I have also made a shingle right befor the allies head up to the bunker.
I am having a proublem with the 2nd version. A few Polygons seem to make the player bouce when walking/running. So it will be fixed in time. I have a lot of work to do, which I am almost done with, so it will free up some time.

I will search out for all of my used gfx files so the file will not be 5MB.
Thank you all for your support and I will update soon.
« Last Edit: July 31, 2006, 09:57:08 pm by Roloc »


Offline Eagles_Arrows

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Re: inf_OppOmaha *beach map*
« Reply #9 on: July 31, 2006, 10:16:34 pm »
5.68 MB of scenery files ???...
I know. I just through in my whole gfx folder. Did not have the time to search through for the ones i used. This will be fixed soon, as I will have more time.

I just noticed that, too...

Get Enesce's Map Deployment Wizard Now!

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Roloc

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Re: inf_OppOmaha *beach map*
« Reply #10 on: August 02, 2006, 01:50:11 pm »
5.68 MB of scenery files ???...
I know. I just through in my whole gfx folder. Did not have the time to search through for the ones i used. This will be fixed soon, as I will have more time.


I just noticed that, too...

Get Enesce's Map Deployment Wizard Now!

ooo You seem to be most helpfull! Thank you much my kind sir! *tips hat*

Date Posted: August 01, 2006, 11:41:05 AM
[n]*UPDATE*[/b] This is a better version. I tried it out to check for bugs and it all works nice. (if you find any let me know)

ADDED:
More "X" things to allow a little more cover for the alies.
Added more stat guns (about 6) to the axis team)
Increased the hill to be more steep.
Added more craters to hide in.
Added a shingle right befor going up the hill.
Increased the hight of the forward bunker.
decreased scenery-gfx being such a large download. (no longer 5MB!)

*DOWNLOAD* http://www.ihud.com/file.php?file=files/020806/1154544211/opp+omahav2.zip
inf_opperation Omaha V2

*NOTES* durring my time testing it i noticed some one tried to join. after that my server was full in less that 1 min.

Im still trying to figure out a way to stop the axis team from flying down to the U-boat (or in this case the alpha team spawn)


Offline The Geologist

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Re: inf_OppOmaha *beach map*
« Reply #11 on: August 02, 2006, 02:12:01 pm »
Put some variation in the sceneries.  It's boring seeing the same sceneries, unrotated, just slapped all over the map.  No character at all.
With all its sham, drudgery, and broken dreams it is
still a beautiful world.  Strive to be happy.