lords8n
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« on: Jan 12, 2007, 03:30 PM » |
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Alpha 0.0001238376http://www.logictechnologies.com/keith/karkand/kark_b1.zipJust thought I'd give a little what's up on my Karkand remake. I don't map on the weekends, so I'm posting my progress so far for comment. But it looks different, you say:Yes...I thought and thought and figured no two flags in any BF2 map, except maybe Warlord Palace, would make a good DP map. So I devised an idea... Extraction:The idea is to make a Karkand style map using various buildings and whatnot found in Karkand. Then, instead of any of the current game modes, I would make a twist on the siege game mode. The Hotel flag would be red team (or MEC). The blue team (USMC) will spawn on the red flag, grab it, and have to take it to the extraction point (kind of towards Square in a round about way) to win the round. The red team (MEC) will spawn in the siege zone dispersed around back by the extraction zone and have to block the USMC's efforts. If I plan the choke points well enough I think this could work rather well. Jitspoe:Any thing that would prevent me from accomplishing this? Everyone:What are you thoughts and comments on the map so far, and on the siege mode twist? I will be attempting to use 100% DP textures, but am thinking may have to go custom. We'll see. Have a good weekend!
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Alonjar
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« Reply #1 on: Jan 12, 2007, 03:46 PM » |
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I for one think it is an awesomely unique idea, and encourage you to make it happen. also, don't shy from making textures.. I'm sure no one would mind the download to have it look a lot better.
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viciouz
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Ello.
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« Reply #2 on: Jan 12, 2007, 03:58 PM » |
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You must finish this!!! Do you think it would be possible to do part of mashtuur city too?
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Zorchenhimer
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« Reply #3 on: Jan 12, 2007, 04:04 PM » |
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this sounds like an awesome idea. and i too encourage you to make custom textures, i wouldnt mind downloading new textures. (btw, im missing a few textures for various maps, so does anyone know where there might be a massive zip of them? tks)
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"We Americans are freedom loving people and nothing says freedom like getting away with it" -Guy Forsyth Galbadia Hotel - Soundtracks
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jitspoe
Platinum Member
  
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« Reply #4 on: Jan 12, 2007, 06:09 PM » |
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s8n: looks cool so far. The sand texture is phong shaded by default. I meant to change that, but I guess I missed that one. You can open the wal file in wally and set the value to 0, then the lighting should look proper for what you're doing. I like what I see so far.
The inverted siege mode could work, or you could even just use regular siege mode and just have it be an attack on hotel. The only problem with the inverted mode is that players on defense will die if they touch the bases.
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BALETED!
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SkateR
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« Reply #5 on: Jan 12, 2007, 06:21 PM » |
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I dont like the sand texture on the buildings. but looks interesting.
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Cobo
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« Reply #6 on: Jan 12, 2007, 06:34 PM » |
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I for one think it is an awesomely unique idea.
Yeah... what's more unique than a map copied from another game 
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Eiii
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« Reply #7 on: Jan 12, 2007, 08:34 PM » |
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Certainly a unique idea to copy a map from BF2 to PB2. I don't think it will work that well, unless there's some fairly heavy tweaking. 
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oli887
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« Reply #8 on: Jan 12, 2007, 08:40 PM » |
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That is a great idea !! Will be lot of work. But ur good S8N. Your map are great. YOu will be able for sure. Keep on that's a great idea !!
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lords8n
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« Reply #9 on: Jan 12, 2007, 10:02 PM » |
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Jitspoe: The way i'm looking at it is almost the entire map would be the siege base. So both teams will be able to run around freely. Only at the end of the map farthest from the flag will be a small zone that the defending team cannot enter, but the offending team is trying to get the flag to.
I do realize the map would have to be carefully structured to stop the defending team from just camping the entrance to the extraction point (siege line). I plan to accomplish this by making it easier to stop the offense way back in the bulk of the map, and make it where there are just too many ways to cover, and too many potential surprise breakout points closer to the line, to just sit there and camp. A nice spread out spawn paternn for the defending team will also help.
Cobo, you moron, I'm sure he meant the reverse siege extraction mode I was thinking about, not the map itself. j/k on the moron part
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« Last Edit: Jan 12, 2007, 10:10 PM by lords8n »
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Alonjar
Junior Member

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« Reply #10 on: Jan 12, 2007, 11:26 PM » |
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Cobo, you moron, I'm sure he meant the reverse siege extraction mode I was thinking about, not the map itself. j/k on the moron part
lol.. yeah, what he said
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Zorchenhimer
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« Reply #11 on: Jan 12, 2007, 11:40 PM » |
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Jitspoe: The way i'm looking at it is almost the entire map would be the siege base. So both teams will be able to run around freely. Only at the end of the map farthest from the flag will be a small zone that the defending team cannot enter, but the offending team is trying to get the flag to.
couldnt you just use a 1-flag ctf? that way you wouldnt need to worry about who cant go where, just where you need to take the flag.
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"We Americans are freedom loving people and nothing says freedom like getting away with it" -Guy Forsyth Galbadia Hotel - Soundtracks
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lords8n
Member
 
Posts: 147
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« Reply #12 on: Jan 13, 2007, 12:03 AM » |
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hmmm interesting Zorch. I could actually make it ctf, but only give one team a flag they grab imediately and have to return to a base a long way away...nice
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jitspoe
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« Reply #13 on: Jan 13, 2007, 02:43 AM » |
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If you do that, I'd only make the flag worth 1 point so the gameplay isn't too unbalanced.
That gives me some interesting ideas...
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BALETED!
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b00nlander
Junior Member

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« Reply #14 on: Jan 13, 2007, 04:25 AM » |
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how would you implement switching sides (offense/defense) in 1-flag mode? siege seems the way to go for me. As for the paths towards the capture zone: instead of having a big "line" that the defense can't cross, make it several paths where the teams can only see one or two possible entry points. uh, hard to explain I guess... imagine an "E"-shaped map, where the vertical line is the offense's spawn area and the tips of the horizontals are where the siege line is. No way for the defense to cover them all, but they still could spray the area beyond that. so maybe have the line in the center of the horizontal lines. hm, I don't know if that was much clearer  too lazy to draw tho. good luck with your map, looks interesting
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tenchu
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« Reply #15 on: Jan 13, 2007, 06:36 AM » |
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what kind of timeframe are we looking at in terms of ready for match testing because it looks fun 
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I am the human claymore magnet.
"Good men can sleep peacefully at night knowing men will do violence in their place."
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bitmate
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« Reply #16 on: Jan 13, 2007, 07:12 AM » |
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Any screenshot by chance, since I don't have paintball installed on this machine.
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killswitch
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« Reply #17 on: Jan 13, 2007, 09:54 AM » |
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this map idea is awesome, i found one prob with the b1 though, i can get on to most of the roofs but if you fall, then your stuck on that side because of the barrels and crates..   
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lords8n
Member
 
Posts: 147
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« Reply #18 on: Jan 13, 2007, 11:11 AM » |
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The map structure, itself, is still in a very alpha state. I will be taking some BF2 screen shots today to help me along.
If I go towards custom textures, which I may have to do, it will push the time for completion up quite a bit. BSP using .wals and the Q2 color palette kind of sucks.
Anyone have any good BF2ish high-res textures, that would help loads.
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KnacK
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« Reply #19 on: Jan 13, 2007, 12:33 PM » |
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If you do that, I'd only make the flag worth 1 point so the gameplay isn't too unbalanced.
That gives me some interesting ideas...
Maybe a new game mode for ctf that changes sides after each cap? I think that might work. This would allow for development of maps that the opposing bases no longer have to be mirror images of each other.
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Zorchenhimer
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« Reply #20 on: Jan 13, 2007, 03:20 PM » |
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Maybe a new game mode for ctf that changes sides after each cap? I think that might work. This would allow for development of maps that the opposing bases no longer have to be mirror images of each other.
and an option turn that on/off for those of us that easily get confused (me)
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"We Americans are freedom loving people and nothing says freedom like getting away with it" -Guy Forsyth Galbadia Hotel - Soundtracks
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Dagget
Junior Member

Posts: 1
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« Reply #21 on: Jan 13, 2007, 11:59 PM » |
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Wow, i love the map s8n, excellent work. One problem i found was that: on the crates to the immediate left of the base, there is a gap in the left side, then if you fall into, there is no way out. I'm sure you'll also add more stuff to the map, so keep workin at it! Also, just an idea, but i wuld suggest that if you wuld want to keep the map at its best to make the spawn guns only decent, but with a good barrel. This wuld prevent the map from being a spray fest, but of course you could put a few better guns scattered on each side of the map. This, imo wuld make it a more interesting match map. Just an idea, dun flame me. Gj.
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« Last Edit: Jan 14, 2007, 12:06 AM by Dagget »
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lords8n
Member
 
Posts: 147
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« Reply #22 on: Jan 16, 2007, 03:13 PM » |
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I'm not one to go hide in a hole while I work. So don't mind me if I shoot out an update now and then. http://www.logictechnologies.com/keith/karkand/kark_b1.zipBTW: i'll be using this same file name until/if it's ready to actually beta test. So overwrite kark_b1.bsp with each new version posted please.
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Zorchenhimer
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« Reply #23 on: Jan 16, 2007, 04:42 PM » |
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looks good. but i just want to make sure, you know that you can go under half of the map, right? where the wall kina sticks out at the end?
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"We Americans are freedom loving people and nothing says freedom like getting away with it" -Guy Forsyth Galbadia Hotel - Soundtracks
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lords8n
Member
 
Posts: 147
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« Reply #24 on: Jan 16, 2007, 04:48 PM » |
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it's all under construction. I'm simply laying out the basic shape of the landscape. I'll be going through many times to sew the pieces together. Right now nothing is set.
I'm only posting this stuff to keep any interested parties updated.
As soon as i'm ready, which won't be for a long long time, i'll ask for people to see if they can spot any errors and such.
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