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 Post subject: [STM] Seahouse (v1.60)
PostPosted: Mon 24 Dec 2012, 08:58 
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Seahouse (Version 1.60)
ImageNormal
ImageOutbreak
Message: Somewhere in the open sea, various factions fight for control over a warehouse...
Map Size: 152 x 112
Game Modes: Battle / Extraction / Outbreak / Chemical Warfare
No Vehicles

Seahouse is my attempt to make a small but balanced Extraction map. It disallows gangsters from interfering with combat and prevents vehicles from exiting the spawn. Best played: CTF 6-8 players. There is a little secret on the map, find out what it is.

In Outbreak, Co-op is a single global bomb, whereas in Versus there is one small bomb per team, located where the radio spawns on the roof.

Download it here:
Attachment:
File comment: Version 1.60
Seahouse.sub [70.86 KiB]
Downloaded 157 times


Updates:
(V1.60) 080715, 1200: Some lighting changes especially in Outbreak. Some slight decorative changes to the light towers. Added(stole) wave effects from Nightfall's Bridge. Team bases are no longer non-teleport to facilitate chemicals.
(V1.45) 161114, 0020: Changed border zombie spawn to the light towers instead. No longer require phantom jumping to reach roof from the center box outside of team spawns.
(V1.40) 020214, 0735: Tweaks to spawn zone; it is now easier to get out of spawn and no accidentally walking out into water. Gangsters now stuck at corner instead of killed on spawn. Fixed minor side texture issue.
(V1.30) 010214, 1745: Major update. Spawn zones finalized. Slight improvement to texture aesthetics. Addition of the following effects: lightning, waves & wind. Addition of Outbreak game mode & lighting.

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Last edited by STM1993 on Wed 08 Jul 2015, 05:00, edited 17 times in total.

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 Post subject: Re: [STM] Seahouse (v1.10)
PostPosted: Sat 26 Jan 2013, 18:41 
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Version 1.1 is out.
* Changed the lighting.
* Removed gangster spawns (actually spawn into the kill water at top left corner).
* Remade the player spawn locations. I hope you can't spawn vehicles outside the base this time... I'm very sure for Mercs, but not so sure for teams.

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 Post subject: Re: [STM] Seahouse (v1.10)
PostPosted: Sat 26 Jan 2013, 20:35 
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Looks good for a CTF server, now someone just needs to update a server w/ this

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 Post subject: Re: [STM] Seahouse (v1.10)
PostPosted: Sun 27 Jan 2013, 22:49 
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STM1993 wrote:
Version 1.1 is out.
* Changed the lighting.
* Removed gangster spawns (actually spawn into the kill water at top left corner).
* Remade the player spawn locations. I hope you can't spawn vehicles outside the base this time... I'm very sure for Mercs, but not so sure for teams.

I'll find a way to get cars in there once I get back home...

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 Post subject: Re: [STM] Seahouse (v1.10)
PostPosted: Thu 31 Jan 2013, 03:58 
Slippery Fish
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Spawn Car>Jump on car>Spawn Another car>???>Profit.

Works best if you spawn a gallant, Considering it's so cheap and it's basically a tank for the price..

More pics:
Image
This basically shows that you can get even the slowest of cars in..
Image
This stairwell is still pretty annoying when trying to run up, Half the time I'm going too fast and I fall into the side area...

Also, I noticed that objectives show through decals if a person is holding the objective, But not if it is dropped:
Image


Also, The sides along the merc spawns are the only sloped water tiles that you can actually die on..

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 Post subject: Re: [STM] Seahouse (v1.10)
PostPosted: Thu 31 Jan 2013, 04:36 
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Qwertybeef wrote:
Spawn Car>Jump on car>Spawn Another car>???>Profit.

Works best if you spawn a gallant, Considering it's so cheap and it's basically a tank for the price..

This basically shows that you can get even the slowest of cars in..

This stairwell is still pretty annoying when trying to run up, Half the time I'm going too fast and I fall into the side area...

Also, I noticed that objectives show through decals if a person is holding the objective, But not if it is dropped:

Also, The sides along the merc spawns are the only sloped water tiles that you can actually die on..

Oh fuck. Aight man, thanks for the thorough test and feedback, will fix them when I get back from work. At least its good to know that merc spawns are effective in stopping vehicles.

* Car spawn: I guess I have no choice but to make everyone spawn on the boat. Otherwise its always possible to spawn a car out with a little car stacking. I'm avoiding the solution of placing 1-tile wide doors because its utterly uncomfortable and blockable. However I'm also trying to make it such that you can't spawncamp the teams (mercs are possible to spawncamp, but I don't really care about mercs here).

* Interesting find about the decals and objectives. I will experiment to see if it is a height-related issue or the game just outright makes the flag visible through decals.

* Stairwell: Okay. I left the 2 tile gap because I like the idea of having people hide behind the stair. I will add a wall at the end of the last stair step so people don't fall off. In doing so, I'm going to expand the total length of the stairwell boundary by 1 tile.

* Water tiles: Aware of it but I noticed it on the team spawns, didn't think it was a problem at first. I guess the best way to make water is to just NOT use smoothing along the edges of a non-water area. However, I will consider making random heights along the water to make it look like waves.

* Flags: After Qwerty mentioned in mini-chat about hiding in base with flag and lots of vehicle protection/radars, I'm gonna consider moving the flag spawn to the door and force players to have to go through it to get into base, ensuring that they can't camp in base. However, it brings up issues with spawncamping. Now, if only there's a "Only players collide" property...

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 Post subject: Re: [STM] Seahouse (v1.10)
PostPosted: Thu 31 Jan 2013, 04:57 
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You could always make a steep ramp infront of the actual entrances of spawn. Or yeah, Use the same thing as merc spawn but also reflected on the other side..

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 Post subject: Re: [STM] Seahouse (v1.10)
PostPosted: Thu 31 Jan 2013, 14:14 
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yah, map editor needs more collision options....

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 Post subject: Re: [STM] Seahouse (v1.20)
PostPosted: Sat 02 Feb 2013, 18:07 
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Version 1.20 released.
Image
Update (030213, 0100hrs)
Changed lighting, remade player spawns, a few mostly aesthetic changes.


This time I'm 100% sure no car can ever escape the team spawns. I took advantage of very steep heights like the Merc slopes in Narrows and tested the car stacking trick. Team bases also have healing tiles; the boat where you spawn on.

I'm pretty worried about spawnkilling for this new base design, and its full of DD spots and the height is high enough to inflict falling damage.

I also made an effort to try to stop people from camping with the flag in base, but its not a very good solution - if the enemy took your flag first before you took theirs, you can still camp inside base. And damn, the base seems very easy to defend.

You can actually get into the base from the roof instead of the door, but I've tested it with a Bazooka and basically, you shouldn't be able to unless you have a Blast Cannon.

The tree decals have been raised up. Now the tree can cover you even if you are holding the flag.

The stairwell wasn't really "fixed" by adding a wall. I attempted to do that, but it made the roofs look shitty, so I smoothed that wall and it ended up not really serving its purpose. Instead, it served as an extra step while looking distinct from the normal steps, so you won't slip off even if you're in an hurry.

I separated the smoothing for the borders and the water. No more mysterious edge of water kills, and better looking aesthetics too. And I hated the diagonal water texture, so I decided to add those pillars.

EDIT:
Crap, I just realized another fatal flaw. Extraction Truck can be driven into base.

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 Post subject: Re: [STM] Seahouse (v1.20)
PostPosted: Sat 02 Feb 2013, 19:16 
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I'll be sure to check it out if I have the time.

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 Post subject: Re: [STM] Seahouse (v1.20)
PostPosted: Sun 03 Feb 2013, 08:21 
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Now the only problems are the chokepoints, the lack of effects, and the ugly looking repeated tiles.. (Some of the dirt tiles could be randomized and some of the tiles along the sides of the roads could be removed)

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 Post subject: Re: [STM] Seahouse (v1.20)
PostPosted: Mon 04 Feb 2013, 02:26 
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Considering the potential blockage, here's one more spawn design I'm thinking of doing:
* Take out the towers. The roofs around the entrance of the house is sufficient. The roofs should have their own stairs. This will free up some room while not taking out the height advantage.
* Keeping the steep slopes for anti-vehicle.
* Widen the spawn, which adds even more room.

Once I have the time and motivation, I'll do it.

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 Post subject: Re: [STM] Seahouse (v1.20)
PostPosted: Sun 10 Feb 2013, 05:49 
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Did a quick bit today, but its far from ready.
Image
This is the final design for the spawn. Widened the upper portion, took out the central tower and instead added stairs for the roof. I also made a couple of tweaks to the door.

I've been able to spawn a Flatbed and then get a Buggy on top of it to get a Buggy into the outside world, but I also added a 0.75m ramp at the flag area as a final "fuck you" to anyone trying to drive a car out. I also noticed that if you try to spawn a Flatbed in the wrong position you'd end up spawning into the water, haha.

I've also played around with the box locations to try to make the map not so choked, allowing for players to jump around should the normal path be blocked. Its still work in progress. If you also noticed, I added some boxes where the trees are for the same reason, and widened that lower route by 1 tile by making the wooden shed smaller.

Made the drain thing on the warehouse roof 0.25m lower, so it feels like one.

I'm gradually working on the aesthetics as well. Planning to make it rain with lighting flashing and thunder roaring. Definitely going to change the boxes, seeing the same boxes is weird, and they don't work very well if they are of different heights.

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 Post subject: Re: [STM] Seahouse (v1.20)
PostPosted: Sun 10 Feb 2013, 21:41 
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looks legit 8-)

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 Post subject: Re: [STM] Seahouse (v1.30)
PostPosted: Sat 01 Jun 2013, 10:00 
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I must say, this map of mine is a failure.
<<attachment removed>>
Anyway, here's a pretty half-assed last attempt. The least I could do is just take out the damn uncomfortable towers in spawn and change some of the boxes, and add a bridge from merc spawn to the center because having to jump across everytime is kinda annoying.

EDIT:
Made one more attempt to improve it since its Chinese New Year. See below.

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Last edited by STM1993 on Sat 01 Feb 2014, 10:46, edited 1 time in total.

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 Post subject: Re: [STM] Seahouse (v1.30)
PostPosted: Fri 31 Jan 2014, 10:56 
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Had time to spare. Decided to try this map again one more time.
Image
Version 1.30 is out!

Update (010214, 1745hrs)
Major update.
> Spawn zones finalized. It should block out cars properly while not being too much of a hassle and looking good.
> Slight improvement to texture aesthetics. Addition of the following effects: lightning, waves & wind.
> Addition of Outbreak game mode and lighting. Co-op 1 global bomb, Versus small bomb per team located on radio spawn points.

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 Post subject: Re: [STM] Seahouse (v1.40)
PostPosted: Sun 02 Feb 2014, 00:35 
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Seahouse (Version 1.40)
Image
Message: Somewhere in the open sea, various factions fight for control over a warehouse...
Map Size: 152 x 112
Game Modes: Battle / Extraction / Outbreak

Seahouse is my attempt to make a small but balanced Extraction map. It disallows gangsters from interfering with combat and prevents vehicles from exiting the spawn. Best played: CTF 6-8 players. There is a little secret on the map, find out what it is.

In Outbreak, lighting is changed to dusk. Co-op is a single global bomb, whereas in Versus there is one small bomb per team, located where the radio spawns on the roof.

Additional Screenshots:
Image

Update:
(V1.40) 020214, 0735: Tweaks to spawn zone; it is now easier to get out of spawn and no accidentally walking out into water. Gangsters now stuck at corner instead of killed on spawn. Fixed minor side texture issue.

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 Post subject: Re: [STM] Seahouse (v1.40)
PostPosted: Mon 03 Feb 2014, 01:08 
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Nice stuff man. Adding to the community maps server :D

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 Post subject: Re: [STM] Seahouse (v1.45)
PostPosted: Sat 15 Nov 2014, 17:30 
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Update:
(V1.45) 161114, 0020: Changed border zombie spawn to the light towers instead. No longer require phantom jumping to reach roof from the center box outside of team spawns.

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 Post subject: Re: [STM] Seahouse (v1.45)
PostPosted: Thu 25 Dec 2014, 13:30 
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Updated thanks :D

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