Post by Suicizer on Oct 18, 2011 3:10:50 GMT -5
Event:
Cubic Mapping Event
Name:
Suicizer
Map:
So far, I would like to announce the capture-the-flag map "wasted" (still named "scectf4" for personal reasons).
After having set the basic geometry, I decided to take a "toxic base" themed layout, since it seems to fit the map pretty good and it would be more original than using the "gibbie" textureset again.
It takes at least 24 seconds (without trickjumping) to get the opponent's flag and return back to yours, but it's unlikely players will do so since it's a very risky journey (as it's just right across each base, taking the jumppads that are surrounding the pillars).
I would like to warn it has custom textures which are downloadable just right under this line of text:
quadropolis.us/node/3107
Changelog:
8th of December 2011
I'm not happy of the result so far at all. All details seem to get clustered, which gives an odd feeling, while the textures are just not fitting their geometry. I'll think about some other textureset (maybe gibbie and the custom debaser texture pack?). It also annoys me that no-one seems to have any interest in this contest neither this map anyways, as there aren't any comments on it after all except from me (and meaningless).
6th of December 2011
Also added some detail at the other side of the blue base (which I forgot and still isn't finished. I'll probably do so tomorrow).
The map is downloadable just under this line of text:
www.mediafire.com/?jrj2kg4opxxau3g
5th of December 2011
Detailed the corridors to the blue base (adding depth in the stairs, placing lights, etc).
It seems to start being a pretty detailed map with an original flow and gameplay, as there is a lot of depth in it.
4th of November 2011
Added a water pool close to the centre of the map, so explosives won't be that effective anymore at that certain area.
Added more detail and textured some more areas.
This version is downloadable right under this line of text:
www.mediafire.com/file/rz5874xg9qb27vb/scectf4_4nov11.zip
Some screenshots of it:
1st of November 2011
Added even more textures to the blue side. It's really getting shape now. I'm pretty glad I used the ikbase textureset, just because of the variety of textures that can be picked while they still match each other very well.
Some screenshots of it:
30th of October 2011
Made some more progress about texturing. Already added some small simple lights on light-trims and added particles to the jumppads in the blue base.
Also changed the parallax render settings of the textures.
26th of October 2011
Made more progress about texturing. Also added toxic water in the pit where the flag-pillar is positioned just in the middle of it (falling into it will cause death, but you really have to move oddly or just to be stupid to fall in the pit).
I'll probably going to try making the parallax get rendered less deep as it is now (makes the texture looks too "plastic" when looking from close).
A screenshot of it is just under this line of text.
25th of October 2011
Mirrored the base so the other base gets some other path.
Changed the flag and playerstarts of the mirrored base, so the map is fully playable now (still without bots, but feel free to test with friends and comment about it on this thread).
Created a cfg (with way too many textures) and textured 1 side of the map generally.
This version can be downloaded right here:
www.mediafire.com/file/9s60z7vxddfliym/scectf4_25oct11_v2.zip
Here some screenshots of the current layout.
24th of October 2011
Changed one side of the the base so it's not symmetrical any more.
Made the base less open by adding more pillars
Created a jump-less flow, so you don't have to jump to reach any specific area in the map if you don't want to. Jumping should only provide a boost on speed for navigating trough the map.
This version can be downloaded right here:
www.mediafire.com/file/969i1qy8opkv6qr/scectf4.zip
23th of October 2011
After spending already pretty much time on preparations (putting on paper, testing what should fit each other, etc), the result of 1 day editing is the screenshots under this line of text.
It's still pretty symmetrical (what you expect of such short time?), but the basic shape has been created. All geometry should be allowed by the rules.
Cubic Mapping Event
Name:
Suicizer
Map:
So far, I would like to announce the capture-the-flag map "wasted" (still named "scectf4" for personal reasons).
After having set the basic geometry, I decided to take a "toxic base" themed layout, since it seems to fit the map pretty good and it would be more original than using the "gibbie" textureset again.
It takes at least 24 seconds (without trickjumping) to get the opponent's flag and return back to yours, but it's unlikely players will do so since it's a very risky journey (as it's just right across each base, taking the jumppads that are surrounding the pillars).
I would like to warn it has custom textures which are downloadable just right under this line of text:
quadropolis.us/node/3107
Changelog:
8th of December 2011
I'm not happy of the result so far at all. All details seem to get clustered, which gives an odd feeling, while the textures are just not fitting their geometry. I'll think about some other textureset (maybe gibbie and the custom debaser texture pack?). It also annoys me that no-one seems to have any interest in this contest neither this map anyways, as there aren't any comments on it after all except from me (and meaningless).
6th of December 2011
Also added some detail at the other side of the blue base (which I forgot and still isn't finished. I'll probably do so tomorrow).
The map is downloadable just under this line of text:
www.mediafire.com/?jrj2kg4opxxau3g
5th of December 2011
Detailed the corridors to the blue base (adding depth in the stairs, placing lights, etc).
It seems to start being a pretty detailed map with an original flow and gameplay, as there is a lot of depth in it.
4th of November 2011
Added a water pool close to the centre of the map, so explosives won't be that effective anymore at that certain area.
Added more detail and textured some more areas.
This version is downloadable right under this line of text:
www.mediafire.com/file/rz5874xg9qb27vb/scectf4_4nov11.zip
Some screenshots of it:
1st of November 2011
Added even more textures to the blue side. It's really getting shape now. I'm pretty glad I used the ikbase textureset, just because of the variety of textures that can be picked while they still match each other very well.
Some screenshots of it:
30th of October 2011
Made some more progress about texturing. Already added some small simple lights on light-trims and added particles to the jumppads in the blue base.
Also changed the parallax render settings of the textures.
26th of October 2011
Made more progress about texturing. Also added toxic water in the pit where the flag-pillar is positioned just in the middle of it (falling into it will cause death, but you really have to move oddly or just to be stupid to fall in the pit).
I'll probably going to try making the parallax get rendered less deep as it is now (makes the texture looks too "plastic" when looking from close).
A screenshot of it is just under this line of text.
25th of October 2011
Mirrored the base so the other base gets some other path.
Changed the flag and playerstarts of the mirrored base, so the map is fully playable now (still without bots, but feel free to test with friends and comment about it on this thread).
Created a cfg (with way too many textures) and textured 1 side of the map generally.
This version can be downloaded right here:
www.mediafire.com/file/9s60z7vxddfliym/scectf4_25oct11_v2.zip
Here some screenshots of the current layout.
24th of October 2011
Changed one side of the the base so it's not symmetrical any more.
Made the base less open by adding more pillars
Created a jump-less flow, so you don't have to jump to reach any specific area in the map if you don't want to. Jumping should only provide a boost on speed for navigating trough the map.
This version can be downloaded right here:
www.mediafire.com/file/969i1qy8opkv6qr/scectf4.zip
23th of October 2011
After spending already pretty much time on preparations (putting on paper, testing what should fit each other, etc), the result of 1 day editing is the screenshots under this line of text.
It's still pretty symmetrical (what you expect of such short time?), but the basic shape has been created. All geometry should be allowed by the rules.