Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
03:14 AM 21/09/2009 |
So, I have decided to create a map once more, and this time it is actually progressing past the terrain patches
Here are some screen grabs of it so far:
Image 1
Image 2
Image 3 (Please ignore the beam going through the crate in this image. I also plan to fix up the seams on the map you may spot in the images)
(Special thanks to TheMookster for his warehouse prefab that provided a nice starting point for the map)
The plan is for it to be a purely indoor map, with a nice maze of containers in the main warehouse section. 2nd story will have walkways overlooking said containers and the 3rd story (plywood roofspace/beams) will provide a nice area for the obscurity to wreak havoc from. There will most likely be smaller side areas such as a garage. it will not be a super huge map, but hopefully will turn out nicely.
Leave some feedback to keep me on track, as interest shown translates to ongoing commitment to the project when it comes to map making.
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LaZzy
(xfire: LaZerAus)
OBSmin (S Rank)
Posts: 225
04:05 AM 21/09/2009 |
Ironically i was talking about obs custom map's just days ago, and how many people have said they will make one but never get to the final stage. screen shots look great, i like the warehouse feel of things as well.
cant wait to see the 2nd and 3rd story's added
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
06:45 AM 22/09/2009 |
Well, you can see the start of the second story, and the 3rd story will be really just roof space near the top. So the sizing is there at the moment. I have added a spawn area though which is a garage/vehicle entrance section outside of the main warehouse. We will see where it goes from there
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
09:44 AM 22/09/2009 |
so can u walk up the top by wooden planks?
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
11:49 AM 22/09/2009 |
Not sure yet whether the beams are going to be Obscurity only area or Marine accessible...I am thinking accessible with some tricky jumping.
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LaZzy
(xfire: LaZerAus)
OBSmin (S Rank)
Posts: 225
12:21 PM 22/09/2009 |
Gotta be accessible for marines, cause that would be an awesome sniper zone. I can see obs pulling you off very easily though.
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Scubasteve
Posts: 86
01:01 PM 22/09/2009 |
So its called kill house two?
Ahhh it's so damn small and very very wooden. Im so afraid, i'm too young for another kill house.
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Describe
OBSmin (S Rank)
Posts: 256
02:21 PM 22/09/2009 |
When was the word killhouse mentioned?
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
12:15 AM 23/09/2009 |
can u add lights that make shadows as you go past? so when obs go past their shadows appear as well. and will it have a DNC? if not it should be a dark map OR make it 2 maps with one of em day and one night
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LaZzy
(xfire: LaZerAus)
OBSmin (S Rank)
Posts: 225
03:10 AM 23/09/2009 |
Wouldn't you just use the day/night cycle?
The shadows would be seen in the day, coming from the glass panels fixed to the roof. And at night, Turn on your Night vision goggles.
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
03:11 AM 23/09/2009 |
You don't see shadows on obs anyway....
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LaZzy
(xfire: LaZerAus)
OBSmin (S Rank)
Posts: 225
03:54 AM 23/09/2009 |
Would this come as an idea, having one ammunition container in the very middle of the map (or somewhere open) For those out of ammo, must take a risk by running out and attempting to collect the precious bullets. Having your squad mate's cover you. And try not to be collected up by a marine killing obs?
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
06:44 AM 23/09/2009 |
This won't be added :P
I am still trying to make a map, I don't think it will have gameplay changing influences other then being...a new map.
Also, if it's actually any good, probably be used for HitLoc too.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
03:34 AM 24/09/2009 |
oh so u have skylights. cool. when is the release date planned?
obscureity shadows would be fun to freak out marines
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
05:17 AM 24/09/2009 |
But would be too easy to see, and give players with a certain graphics setting a significant advantage.
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Describe
OBSmin (S Rank)
Posts: 256
06:18 AM 24/09/2009 |
I still wish I knew what settings made the obs like 100% invisible, cause a few people have the problem, even I had it for a while.. can only see the ob when it's right infront of you with the sky behind it.
but yeahh.. a shadow would mean that people running the game without shadows would be severely disadvantaged.
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
06:38 AM 24/09/2009 |
r_distortion, if it is off you shouldn't be able to see the obscurity at all. If its on, you should be able to see them as normal. AA settings and other graphical settings may make edges sharper etc, or hinder the visuals slightly, but he will be visible if r_distortion is on and your card supports said shaders.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
11:28 AM 24/09/2009 |
a taunt to turn on your ob shadow for like 5 secs? 3rd person veiw as ob would be cool. tho u said it couldnt be done before or somehting
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
01:25 PM 24/09/2009 |
Not couldn't, wouldn't. As if we have any immersion to spare, being attacked by invisible stealth freaks. And your "idea" about the obs shadow doesn't make any sense, as I don't know why an obscurity would want to turn on their own shadow.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
09:51 PM 24/09/2009 |
lol i was bout to say "no immaginination at all", then i thought, "well they did make this mod". heh
btw the last two emotes are cut off
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
11:17 PM 24/09/2009 |
They are just squished to fit in the small emote squares
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
01:29 AM 07/10/2009 |
I have not worked on this for about a week or so, but hopefully I will get some more mapping time soon to finish/polish etc.
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Concept
(xfire: jlid)
Posts: 71
08:12 AM 07/10/2009 |
go go go! then i can update our obs server with it and iclaim (is there a version you modded or is it just the stock map?)
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Freddy
(xfire: baraspitfire)
Posts: 84
08:34 AM 07/10/2009 |
What editor do you use for making maps snake, and is it anything like the hammer editor for source games?
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
08:56 AM 07/10/2009 |
Radiant comes with the COD4 mod tools...personally I hate it, but it isn't too bad now. I still prefer UnrealED though.
I'm pretty sure Falcar said that he added iclaim day/night cycles ages back. Which means it is built into the mod, you just need the map.
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Concept
(xfire: jlid)
Posts: 71
11:08 AM 07/10/2009 |
yea, i asked before but never got round to putting it on our rotation!
ETA on warehouse?
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
09:26 PM 07/10/2009 |
No ETA as busy with things, so whenever I can be bothered to finish it off...I may try work on it this weekend.
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LaZzy
(xfire: LaZerAus)
OBSmin (S Rank)
Posts: 225
07:04 AM 08/10/2009 |
yeah, its probably better to not set an ETA, cause things could become busy again and cause the ETA deadline to exceed. Just like HitLoc, how it decided to be a bitch.
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Chucky
(xfire: chuckyegg)
Posts: 29
02:59 PM 14/01/2010 |
How you getting on with this Snakelet?
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
10:06 PM 14/01/2010 |
Ya, it's taken the backburner for a while. I don't really know how to get it so its playable in multiplayer (like all the spawns and stuff to add), but I still may finish it oneday.
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
11:50 PM 15/01/2010 |
I know how to do all that, so when you finish the geo/lighting send it my way >:D (assuming my editor still works, I remember it stuffing up)
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
08:27 AM 16/01/2010 |
Fair enough. Might have to work on it some more soon then.
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ToughT!Ts
Posts: 3
09:34 PM 19/03/2010 |
I'd love to see a map like this up on SoS, they recently added Garena again and I think everyone'd love this
The upstairs sniping looks awesome :D Great chance for some crazy pulls and nades.
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
06:54 AM 20/03/2010 |
FINE. I've spent the last two hours working on it, and plan to spend rest of the day on it...just for you guys.
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Cheapshots
(xfire: deserteagle1266)
Posts: 248
05:37 AM 21/03/2010 |
i just had a brainwave for a map, or for the floor; use the rectangle things in snakelets profile pic and when u move over them they light up. might work for a room or two. or just one big flat map with just that :D
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chaos
(xfire: chaosbeserker)
Posts: 53
01:06 PM 21/03/2010 |
that is possible but it takes quite a few triggers, some scripting and a custom FX that would make the ground glowy (at best). The mapping tools are quitre restrictive so the dynamic flooring wouldnt be possible in a way that looks really good.
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ToughT!Ts
Posts: 3
11:44 AM 22/03/2010 |
:D! Ty snakelet, cant wait to see everyone's reaction when it pops up at some point in server rotations
Btw, 299D is awesome, liking it alot. Pretty bug free so far :)
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Chucky
(xfire: chuckyegg)
Posts: 29
05:24 PM 22/03/2010 |
299D ?
wheres that?
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Falcar
(xfire: seamusthefamous)
OBS Dev
Posts: 526
09:51 PM 22/03/2010 |
It's not released yet, there's just a test version on Snakelet's server. It will probably have more added by the time of release too
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
03:31 AM 23/03/2010 |
Sif probably. It will have more stuff!
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
09:28 PM 31/03/2010 |
Got some nice demo records from the session we had on the Warehouse map last weekend
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