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White-Skull Valley


deleyt
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I'd say make it as open as possible. You then need to think more. The bigger roads will be watched but maybe this alley leads into a nice firezone to hit the roadblocks from behind.

There's an idea. A vehicle roadblock. You could then place it where you want....

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Thanks for the input.

I will make it an open map where people can add blockades using objects they choose.

Something different:

I'm looking for someone that likes to retexture AND relight WSV and WST.

I simply don't have enough time to do it all myself.

You will have to have knowledge of retextureing and lighting maps already and have some retextured maps to show me.

You'll get full access to an unlit map (so you can light it as you please for maximum result) together with textures to complete your job succesfully. Ofcourse, it goes without saying that you will be credit for the work.

Included is full support by the entire team aswell.

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I like the idea of being able to traverse the entire map ,,obstacles are okay in certain areas of the map, but a road block usaully puts some portion of the map useless ,,or not playable during the game. smaller streets are nice for some close combat skills..""Embassy map " is excellant . :thumbsup:

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I say if you have open streets,put cars all in the roads so you can advance but have them so you can get spots to shoot down the road. ;)

Cars and street-objects are already being made, both to make it more alive and to have things to hide behind.

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I hope this map contains lots of open routes and street ways, so much so that no intersections become obvious ambush points. This opens the possibilities and keeps everyone on their toes. Plenty of indoor/multiple story locations gives map variety and flavor, and much more tension when clearing a building.

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@H-Hour.: play Black & White :whistle:

@Mamon: that's the kind of map it's gonna be now (or aiming at, at least)

@The_Slink: dunno how big it's gonna be yet. But I'm trying to keep the filesize as small as possible.

With retexturing, I meant turning the day-map into a night-map.

@San: :sheep: right back at ya.

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I say if you have open streets,put cars all in the roads so you can advance but have them so you can get spots to shoot down the road. ;)

Cars and street-objects are already being made, both to make it more alive and to have things to hide behind.

Regarding the use of cars as cover, any way to allow penetration through everything but the wheel wells? Doctrinally, the wheels are the closest thing to cover on a vehicle. The rest of the vehicls is just concealment. Perhaps that would require a modification to the enging or something more involved than I would know about.

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Thanks for the input.

I will make it an open map where people can add blockades using objects they choose.

Something different:

I'm looking for someone that likes to retexture AND relight WSV and WST.

I simply don't have enough time to do it all myself.

You will have to have knowledge of retextureing and lighting maps already and have some retextured maps to show me.

You'll get full access to an unlit map (so you can light it as you please for maximum result) together with textures to complete your job succesfully. Ofcourse, it goes without saying that you will be credit for the work.

Included is full support by the entire team aswell.

Sounds like you may have already made a decision on that one... but I think one of the things that make embassy such a hit were a combination of both open danger areas and CQB areas. It would be nice to have a combination if possible.

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Regarding the use of cars as cover, any way to allow penetration through everything but the wheel wells? Doctrinally, the wheels are the closest thing to cover on a vehicle. The rest of the vehicls is just concealment. Perhaps that would require a modification to the enging or something more involved than I would know about.

It is possible to make the car penetrable..but I think that would actually reduce gameplay, rather then enhancing it.

Players need a safe haven once a while to be able to move up in a street.

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Sounds like you may have already made a decision on that one... but I think one of the things that make embassy such a hit were a combination of both open danger areas and CQB areas.  It would be nice to have a combination if possible.

And this will be no exception.

What I got right now is a couple of larger streets that cross all through the map.

Those streets cut up the map into smaller sections.

The sections in turn are like little CQB areas with lots of alleys, backpassages and tight spots.

Especially the Ghetto-area will have a lot of this but the Harbour and the Science-Centre has a bit of it too.

Edited by |rsi|™deleyt
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Im keeping a close eye on this new urban map of yours. :rocky: Im planning to make one or two of my own after I finish with my current project. Ive been dying to make an urban map and although ive started a few in the past, I havent had the time yet to complete any. Ill see how well yours plays out and take notes. :thumbsup:

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I don't think cars should be penetrable. If they are it'll cause problems in MP. After playing MBC you'll be accused of cheating if you shoot someone thru a car....

Deleyt: Thanks. Are split downloads on offer? Also is it just the map or is there more?

Night map. :drool:

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Are split downloads on offer?

Split downloads? Not quite sure what you mean with that.

Also is it just the map or is there more?

It's a complete mod with:

- approx. 6 maps

- about 8-9 missions (some with cinematics)

- a couple of new gamtypes for TvT together with the stock ones for all maps

- a complete set of new uniforms/skins for both COOP (regular and specialists) and TvT (4 different teams)

- about two dozen of new weapons

- a complete make-over of the general GR-graphic screens (maintitle, PDA, selection-menu's, etc.)

- a desktop theme (not certain yet).

Night map. :drool:

I didn't get any reaction on my request for somebody to retexture WSV and WST into a night-version.

So, that idea will be scrapped and no night-version will be available as it looks now.

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Sounds big....

No night map. Bummer. I would do it but can't save alpha channels. I've also never tried....

Split download is a download where you get pieces of the big one. Each one more or less stands alone.

eg: You release the maps individually etc....

What weapons? Hope they look as good as the map....

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Sounds big....

No night map. Bummer. I would do it but can't save alpha channels. I've also never tried....

Split download is a download where you get pieces of the big one. Each one more or less stands alone.

eg: You release the maps individually etc....

What weapons? Hope they look as good as the map....

The mod will not be released individually.

For some older pictures of the weapons look HERE

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If it comes to production and you still havent got anyone, ill re light the maps.

The map is already 95% finished, so you can go at it rightaway mate.

I've left out some of the lightfixtures on the outside of the building, so they can be added while it's being lighted.

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