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Greebo Server Admin
Joined: 19 Jul 2001 Location: Scotland Posts: 1673
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Posted: Mon Apr 03, 2006 2:53 pm Post subject: Preview: dod_breakout (with screenshots!) |
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Howdy Doody
So I'm working on a map for source called Breakout - based very slightly on the map cstone and I did way back when for TFC. The premise is essentially the same, get out of the prison camp, cap the flags, win.
I am hoping to make it attack/defend style but right now this looks like it will not be the case due to there being no (decent) current way of moving spawns. So assume it'll be a normal flag cap map.
Anyhoo - I'm hoping to release an alpha version for you guys to have a run around on and make suggestions on etc in the next couple of weeks but until then, here's a few screenies to keep you going.
The first is of the prison camp as it currently stands. I'm going to call this the allied spawn area too.
http://img.photobucket.com/albums/v455/gr33bo/breakout_v50000.jpg
The second is of part of a bombed out airfield nearby. I'm going to say the prison camp is a temporary holding area for downed pilots before they get moved to bigger camps. The air traffic control tower is loosely based on the one at Duxford Airfield in england (see this site for reference: http://www.controltowers.co.uk/D/Duxford.htm ). You will not be able to access the airstrip itself but the tunnels on the left go under it:
http://img.photobucket.com/albums/v455/gr33bo/breakout_v50001.jpg
So far the map is very open, but you hit these tunnels (they're short and simple to navigate) it gets rather close quartered. There are two personnel tunnels which are connected, and one (in the distance on the left on the previous screenshot) which was capable of carrying vehicles...til one had an accident - so it's a wider tunnel):
http://img.photobucket.com/albums/v455/gr33bo/breakout_v50002.jpg
Finally we have the exit to one of the personnel tunnels, it's slightly hidden on the wall in a playground. The house with a destroyed wall is one I took from a previous map attempt that I aborted. Essentially from the tunnel exits the fight will be to a rail station, which is just inside the edge of a town, and escape (for the allies). PLEASE NOTE: There should be a table between the two benches in the foreground - I messed up with its entity type but it'll be there from now on, also I need to fix that darker ivy.
http://img.photobucket.com/albums/v455/gr33bo/breakout_v50003.jpg
Things to come before alpha release:
The rest of town.
Flag placements (but probably not proper setups).
Add an axis spawn (currently there's only one spawn position and it's allied)
Things to be done after alpha release and before beta release #1:
Suggestions made by you fine folks (including bugs).
3d skybox
Proper flag workings (i.e. make the flags work)
More spawn positions instead of just 1 per side
Bit more detail work (junk lying around and suchlikes)
_________________ Most evil admin around.
Offical Ville songwriter.
"Captain Smart Ass"
Last edited by Greebo on Mon Apr 03, 2006 3:10 pm; edited 2 times in total |
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Ricen Server Admin
Joined: 01 Sep 2005 Location: Tennessee Guild .TVR Posts: 1195
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Posted: Mon Apr 03, 2006 3:02 pm Post subject: |
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that is so cool !! _________________
"It is foolish and wrong to mourn the men who died.
Rather we should thank God that such men lived."
- General George S. Patton, Jr |
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Mad-Hammer Ville Supporter
Joined: 28 Oct 2003 Location: West Virginia: Guild TVR & =SG= Posts: 753
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Posted: Mon Apr 03, 2006 3:06 pm Post subject: |
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Looks very good Greebo. Can't wait to play. _________________ ********* *********
When The Only Tool You Have Is A Hammer, Everything Else Looks Like A Nail.... |
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bullseye lespaul Ville Supporter
Joined: 11 Jul 2005 Location: fayetteville ar. guild <eVa> Posts: 516
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Posted: Mon Apr 03, 2006 4:00 pm Post subject: |
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coooool greebo your awsome! |
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Easy Target Registered User
Joined: 29 Aug 2004 Location: 3-R, Qc, CA Guild:TVR Posts: 741
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Posted: Mon Apr 03, 2006 4:37 pm Post subject: |
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How much time did you put into this so far? Look very cool! _________________
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Stevo Ville Supporter
Joined: 08 Dec 2002 Location: Orange County Guild: TVR Posts: 9514
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v.o.c Registered User
Joined: 12 Jan 2005 Location: England (UK) Guild: TVR Chapter:)[sI]( Posts: 241
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Posted: Mon Apr 03, 2006 4:52 pm Post subject: |
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looks nice _________________ Wouldn't You Like To Be A Vicious Orange Carrot Too?
www.3foottall.com |
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Greebo Server Admin
Joined: 19 Jul 2001 Location: Scotland Posts: 1673
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Posted: Mon Apr 03, 2006 5:53 pm Post subject: |
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Easy Target wrote: | How much time did you put into this so far? Look very cool! |
About a month so far, the first file version I created was march 5th.
In terms of actual hours? Not a clue - I work infrequently, usually doing a few hours every 3-5 days, depending on my mood. _________________ Most evil admin around.
Offical Ville songwriter.
"Captain Smart Ass" |
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junkyard Ville Supporter
Joined: 05 Dec 2005 Location: hAXis headquarters Posts: 141
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Posted: Wed Apr 05, 2006 7:59 pm Post subject: |
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You have any way to do beta testing with a few players? Or are you gonna throw it out there, and make changes from the feedback you get? _________________
THe hAXis of evil |
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Greebo Server Admin
Joined: 19 Jul 2001 Location: Scotland Posts: 1673
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Posted: Wed Apr 05, 2006 8:15 pm Post subject: |
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junkyard wrote: | You have any way to do beta testing with a few players? Or are you gonna throw it out there, and make changes from the feedback you get? |
I'll beat merf to death and ask to do a beta test on tv1 when it's ready. As I said, i won't do beta til people have run around and pointed out the obvious bugs etc. _________________ Most evil admin around.
Offical Ville songwriter.
"Captain Smart Ass" |
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Mr.Holiday Registered User
Joined: 08 Mar 2004
Posts: 30
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Posted: Thu Apr 06, 2006 1:09 pm Post subject: |
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Neato! |
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