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I've made a CTF map somewhat inspired by Facing Worlds from UT but different as you'll see. This map was designed for CTF but it has the player spawns and can be used as LARGE dm map. I'm not sure how to do bots and I'm leaving the license of this map as liberal as possible, do as you want with it, if you improve it; please give me credit that's all I ask.
edited 1/6/14: -added some trees and fixed a few things
edited 4/6/14: -added heightmap Latest screenshot
edited 5/6/14: -fixed some rough edges and polygon seams in the heightmap
edited 6/6/14: -added hills to prevent rampant sniping and touched up a few things
edited 6/6/14: -version 2.0 see screenshots below
edited 7/6/14: -modified the fog colour and increased the fog distance
-added clipping to the trees and removed sunlight
-stopped various lights from flickering
edited 11/6/14: -added waypoints for bots in CTF and DM modes
-JJ
Last edited by Sp1k3 (2014-06-11 20:05:49)
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Last edited by Sp1k3 (2014-06-06 05:31:08)
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Introducing Facing Pyramids version 2, I got rid of the water and applied Lord Kv's 2 megapixel skybox, adjusted the lighting, and few other tweaks. The download link is in the original post. Enjoy.
Last edited by Sp1k3 (2014-06-06 20:09:42)
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For a start, redo the terrain without using the crappy heightmap tool. Handmade terrain is always a thousand times better. Work on your ambient night time lighting, fix your fog (because it's too white for a night theme) and add a bit more of a background to your map when you get the time.
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While I am working on your other suggestions, how do I hand make terrain?
Last edited by Sp1k3 (2014-06-07 18:51:41)
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While I am working on your other suggestions, how do I hand make terrain?
Errr, by making it manually? Push and shove cubes yourself?
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Well that's what I did, I pushed and shoved using the mousewheel while holding the H key.
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Well that's what I did, I pushed and shoved using the mousewheel while holding the H key.
Yes, heightmap isn't considered manual terrain editing :P
It looks plain ugly, that's why i suggest you do it on your own.
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I'd probably have to remake the entire map because I've used the height tool a lot to make it look less blocky and more natural. Won't what your describing look really blocky and symmetrical? Do you have a tutorial on 'hand made terrain'?
Also, for those still interested I added DM and CTF bot waypoints.
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Version 2.06 with bots playing rCTF
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I might split this map into two maps if anybody thinks that I should keep developing this, the default skybox and lighting is nice so I'll make facing_pyramids_night and a day time facing_pyramids, they'll be identical except for lighting and skyboxes.
:cool:
Is anybody interested in playing or hosting this if I fix it up some more?
Last edited by Sp1k3 (2014-06-13 05:03:27)
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I frankly can not see any playing potential here. The map seems too vast and yet too plain. It lacks variation and things seem to be out of their place. Try thinking about an idea and then making a map out of it, not the other way around - making a map and hoping it would be playable. I think that you can make good maps, you just currently have too little inspiration. Try investigating other users' creations or levels from Quake 3 Arena. There are some masterpieces of mapping there.
Last edited by Marcin (2014-06-13 10:29:39)
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Okay thanks for your suggestion, I was thinking about porting over either Stag or Mach from Quake 3 Fortress & ETFortress, I mean this game is a CTF game after all and those maps are fairly small and should perform well.
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For a start, redo the terrain without using the crappy heightmap tool. Handmade terrain is always a thousand times better. Work on your ambient night time lighting, fix your fog (because it's too white for a night theme) and add a bit more of a background to your map when you get the time.
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