map almost done?

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JR^^
Posts: 33
Joined: 20 Nov 2010, 18:20
Location: New York

map almost done?

Post by JR^^ » 10 Sep 2012, 17:09

At last a map i think i will finish it is called (for now) outcast
I have a .pk3 here
http://www.fileden.com/files/2012/9/10/ ... utcast.pk3
you dont have to do anything to the .pk3 file just drag into your etmain folder
run et chose host and it will be listed with other single objective maps to take a look and delete when you are done.
keep in mind all the vis_blocking has been removed from this copy the actual frame rates will be better.
and i have custom textures and scripting that is not ready so the map is not fully functional.
kind of a pre beta look.
i wanted a true night map where some areas would be somewhat dark.
i will probably add some more light.

or if you dont want to download the pk3 here are some screenshots
the main objective radar towers
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secondary objective main gate
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secondary objective depot
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random views
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qu4s3n4d4
Posts: 202
Joined: 04 Nov 2010, 01:13
Location: Niterói - Rio de Janeiro - BR

Re: map almost done?

Post by qu4s3n4d4 » 10 Sep 2012, 20:12

It looks great! I wanna test it!
http://mevitorino.blogspot.com/

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Add me at PSN >>> MarcVit
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JR^^
Posts: 33
Joined: 20 Nov 2010, 18:20
Location: New York

Re: map almost done?

Post by JR^^ » 10 Sep 2012, 22:58

in the radar towers there will be animated radar screens that are destructible.
after they are gone a smoke grenade that has to be brought to a location in the sub bay
then a end game animation with planes destroying the submarines.
thats the plan for now.
i have a custom texture for the ocean done and a few others
maybe a actual beta in a week or so.

JR^^
Posts: 33
Joined: 20 Nov 2010, 18:20
Location: New York

Re: map almost done?

Post by JR^^ » 11 Sep 2012, 21:12

that is exactly what i was going for a rtcw look
i was even considering naming it old_school

you can try it out as is there is a pk3 link at the top of the page.

or wait a few weeks i should have at least a beta ready by them

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Pedro-NF
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Re: map almost done?

Post by Pedro-NF » 11 Sep 2012, 21:22

No, no, don't name it "old_school". The name is very important to a map's popularity, think of some appealing, WW2 related name that makes sense considering the map's looks and gameplay.
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Pedro-NF
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Re: map almost done?

Post by Pedro-NF » 12 Sep 2012, 07:04

Just start a local server and /ref map outcast.
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https://www.fightdogmeat.com
http://www.turnmeup.org
http://www.bitcoinpaypal.info

Twitter: @pedro_corbett

"Was he crazy!"
"Yeah, in a very special way. An Irishman."

(Once Upon A Time In The West, 1968)

JR^^
Posts: 33
Joined: 20 Nov 2010, 18:20
Location: New York

Re: map almost done?

Post by JR^^ » 15 Sep 2012, 14:00

a Pika room sure
How many Beiber posters did you want on the walls?

JR^^
Posts: 33
Joined: 20 Nov 2010, 18:20
Location: New York

Big changes much more unique i think

Post by JR^^ » 17 Sep 2012, 13:31

Garden gate
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underwater base glass ceiling section
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teleport
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map with new water
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underwater base teleport
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started thinking that map was too generic got rid of one of the towers
added teleport in the "garden" and a new objective the underwater base.
the objective is going to be to destroy a pipe or wall that red team is able to repair
and flood the underwater base.
I have not updated the pk3 yet.

JR^^
Posts: 33
Joined: 20 Nov 2010, 18:20
Location: New York

Re: map almost done? updated pk3

Post by JR^^ » 23 Sep 2012, 04:09

I have updated the pk3 for Outcast here http://www.fileden.com/files/2012/9/10/ ... utcast.pk3
all of the models and textures are showing in my "clean install".

let me know i you try it and shaders or models are missing
keep in mind that its still a work in progress
it needs a little more detail,and the vis_blocking done

I am also still working on the script that
floods the base and ends the map if allies win.

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blaskattacks
Posts: 220
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Re: map almost done?

Post by blaskattacks » 30 Apr 2014, 14:31

I can't get textures to apply in gtkradiant all of a sudden help me
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Never Trust a DeadHead (~};)

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