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 Post subject: Steel V.05 [Battle,Extraction,Outbreak,Warfare]
PostPosted: Tue 20 Oct 2015, 20:44 
Slippery Fish
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V.6
Should be fit for playing extraction, co op outbreak (to an extent), and battle mode. Might remove checkpoint gamemode since cars aren't exactly great to drive around in this map. Overall this should be 90% done in terms of tile work, and suggestions are helpful. Missing a lot of decals/models, there are some parts where you see that I put a lot of work into, but others where it's bare. I might not stick with the worked on stuff, since loading times for me are already at 14s (Without light optimization and model optimization), and I've yet to finish with models/decals. When I convert this map to a campaign map, I will for sure put as many decals/models I want (Unless Ben is thinking of making "official" community campaigns)



Came up with this idea while sitting in class. Ended up drawing plans for it on a notepad and will start working on it soon. These pictures are just a theme concept that'll accompany the map. It will be a metal processing plant as well as a metal workshop. Gameplay will include vehicle jumps, lots of height variation, death pits, sniping vantage points as well as lots of CQC.


Attachment:
File comment: V.6
Added Decals/models
Optimized lighting

Steel.sub [447.01 KiB]
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Last edited by GelatinOverlord on Wed 30 Dec 2015, 22:01, edited 3 times in total.

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Tue 20 Oct 2015, 23:01 
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Ooo man! Loving those fire pits. Looks sweet!

Might I suggest you keep the new stealth mode in mind, and try design it so it could be played somewhat linearly. Or, do what I'm going to do and make a duplicate of it and make it more linear for Stealth. You obviously like your creativity and the potential of Stealth mode will be huge :D

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Sat 24 Oct 2015, 04:13 
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Hey there. For those interested here's how the spawn will look like for my map.
Image


As you can see there are about 9 unique paths into the spawn, if you count the paths coming from the same general direction but taking a different route, and the car ramp near the top. Although Bencelot frowns upon my very open maps, this map will focus mainly on positioning and close quarters combat. Because of this, sniping isn't preferred except for specific chokepoints which can be flanked in multiple different directions. Cars also wont be as useful because I want to minimize the amount of WIDE open spaces (The type of spaces that Barret excels in.)

However, the map will utilize cars in some senses (3 unique car paths into spawn), but it wont be incredibly maneuverable compared to maps such as Downtown or Core. Cars will mainly be used to cross gaps, surprises, and for easier jump spots. If undetected, one can bring a van along the bottom of the spawn and in through the back allowing a surprise siege of the base. A flatbed could be brought in through the front, and because of the sightlines, it will be upon the spawn before people know what happen, Or you could bring a gallant/pickup/roadster/etc over the gap for a more sudden entrance. There will also be key points in the map where a car placement will give either side an advantage in position or vision (In the case of radar trucks).

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File comment: WIP
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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Sat 24 Oct 2015, 04:42 
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As spoken on Skype, main issue is that its too dark atm.
There are a couple of places where the collision type used is quite awkward.

Other than that I'm liking the look of this map!

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Sat 24 Oct 2015, 05:13 
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Loving the steel theme. You could easily make this (or a duplicate) into Stealth mode. All that CQC area.

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Fri 06 Nov 2015, 05:09 
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Just uploading what I've gotten done over the past few weeks. Assuming that Bencelot takes another month to finish up the new version, I should be done by then unless things happen.

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Fri 06 Nov 2015, 19:27 
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Lookin gooood! And yeah another month sounds about right :p

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Sat 28 Nov 2015, 10:10 
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Fallout 4... why...

Anyways, here's what I've got so far. Slowly crawling to the end.
Image

And here's some decal works I've been trying to do.

Image

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Right now I'm just concerned on how to do the merc spawns and how the actual map will play out, although it is a tad cramped, It still feels empty. Models/decals might fix that.
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Current loading time on my comp is 7.2 seconds with a quarter of the map's decals and 1/2 of the map's lights.

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Sat 28 Nov 2015, 18:59 
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Heh you think making the map takes a long time.. just wait till you add Stealth mode (if you plan to). It's taking forever!

It's looking great though. Hopefully we can playtest it a bit next version :)

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Sun 29 Nov 2015, 05:02 
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bencelot wrote:
It's taking forever!

You are the only one who can do something about it. :P

I imagine there are a bunch of things that could be simplified for quicker use.

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 Post subject: Re: Steel [WIP] [IDEA]
PostPosted: Sun 29 Nov 2015, 06:07 
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Heh true. I've coded in quite a few helpful tools to speed up the process. I think mostly I'm still getting used to how to design good puzzles. Hopefully the next maps won't take so long :)

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 Post subject: Re: Steel V.05 [Battle,Extraction,Outbreak,Warfare]
PostPosted: Fri 18 Dec 2015, 14:54 
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Updated main post!
Should be ready for gameplay testing!

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 Post subject: Re: Steel V.05 [Battle,Extraction,Outbreak,Warfare]
PostPosted: Fri 18 Dec 2015, 19:59 
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I roamed around the map by myself because reasons. Had a lot of corners, hiding places, and jumps! Enough ramps for vehicles to get around, though i often fell into a hole when going off a building. I found what appears to be one missing texture inside the bucket of a scientist spawn. I checked the rebel side and it had a nice yellow color inside, this one just looks like the floor. (left side of pic)

Image
Also when holding alt for prntscrn, my character and light sources seem to dissapear.

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 Post subject: Re: Steel V.05 [Battle,Extraction,Outbreak,Warfare]
PostPosted: Tue 22 Dec 2015, 17:17 
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Good stuff man! I'll put what you've got so far in the next build so we can all have a play on it :)

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 Post subject: Re: Steel V.05 [Battle,Extraction,Outbreak,Warfare]
PostPosted: Wed 30 Dec 2015, 22:02 
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Uploaded new versions with models/decal work being about 90% complete. Still need gameplay feedback, but that probably wont happen anytime soon.

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 Post subject: Re: Steel V.05 [Battle,Extraction,Outbreak,Warfare]
PostPosted: Wed 30 Dec 2015, 22:38 
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Sweet updated. Seeing as I'm going to patch the 3 campaign maps I might as well patch this one too. I'm keen for a PvP game to playtest this if we can get some peeps online.

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