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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Updated to B24, thanks to Roast Veg. All you new people, leave me some feedback. Because, really, no one seems to like leaving feedback.
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Mon Feb 21, 2011 6:38 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Ok, so in the process of converting it I have done the following: - Condensed the maps into one .rte
- Cleared up any subsequent dependancies
- Took out all of the unnecessary comments (read: all of them)
- Put in paraphrased scene descriptions of each map from the OP of this thread
- Arranged the scene locations to make a nice shape on the world map
There is a whole load of silly code that the area editor put in that I couldn't be bothered to remove, it wasn't doing any harm. Also landing zones are going to be a bit tough on you guys. But hey, it's not any worse than the vanilla maps.
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Mon Feb 21, 2011 7:00 pm |
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Omeletter
Joined: Thu Jan 13, 2011 6:55 pm Posts: 36 Location: Earth
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Hey Tomaster, for my personal use I am making this into a map pack, where bunkers, buildings and spawn zones are altered. Technically my own map pack like map pack 3. I Was wondering if i could of upload it when its done?
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Sat Feb 26, 2011 12:52 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
I put the spawn zones in, and I'm not proud of them.
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Sat Feb 26, 2011 1:13 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Omeletter wrote: Hey Tomaster, for my personal use I am making this into a map pack, where bunkers, buildings and spawn zones are altered. Technically my own map pack like map pack 3. I Was wondering if i could of upload it when its done? I don't see why you'd want to make a map pack of a map pack. And I'm confused. Is all you're doing moving around the spawn zones?
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Sat Feb 26, 2011 3:40 am |
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Omeletter
Joined: Thu Jan 13, 2011 6:55 pm Posts: 36 Location: Earth
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
No, for example that cliffside map has been edited and now has a coalition base at the bottom, and enemies spawn on both of the cliffs. I play that myself. Technically I used your landscape but I put structures and stuff. Another example is the hivemind map. Now I have a giant base there and enemies spawn all around. Also the king of the hill can be played and player 2 spawn at the bottom and has a base there. There is also a version where you are attacking the hill instead.
So, I use your landscape but put bases and stuff so the scenes are not barren wastelands.
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Sat Feb 26, 2011 10:18 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
All he's doing is changing the spawn zones and adding bunker modules. Fortunately, because of the way I set up the mod folder, the in-game scene editor should work a treat for both area and scene object editors.
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Sat Feb 26, 2011 12:45 pm |
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Omeletter
Joined: Thu Jan 13, 2011 6:55 pm Posts: 36 Location: Earth
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Yeah, that's what Im doing Roast Veg. I will upload a picture later today. EDIT - Here you go, this is an unfinished edit of Barathrum.
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Sat Feb 26, 2011 5:08 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Nice base. I did one very similar, but I did it in the lowest part. I really exploited the fact that this map is pretty tall, because if you do it somewhat high enemies will easly dig through it. Plus, it's fun to see actors flying into the void.
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Sun Feb 27, 2011 4:01 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
I like the location for that base, but your choice of bunker placement leaves a lot to be desired. What you're trying to achieve is the effect that the base looks like it's all been made out of one module. The steel girders the concrete is around should connect everywhere, as it looks better and is far more logical for base design. Also, the backgrounds you have used are unusual to say the least. Why does the far wall just disappear for no reason across the bottom floor? Especially with all those useful things in there you wouldn't want to lose.
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Sun Feb 27, 2011 4:11 am |
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Omeletter
Joined: Thu Jan 13, 2011 6:55 pm Posts: 36 Location: Earth
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Thanks for the feedback. Yeah, I know backgrounds disappeared like that, I fixed that and I should fix the whole base today or soon. I will post multiple screenshots so you can see. To get to each floor, you take a drop/ladder on the sides of the bunker. Doors are present on all floors, and the very bottom floor which contains the control room and the main cargo room, which is bigger than both of small cargo bays, are secured by infinidoors. You place your brain into the control room. So far stupid AI couldn't take the lift down from the last floor to the control room. EDIT - Here I have some more pictures of my recent version. Am I allowed to upload maps when I finish, Tomaster? Credits would be set, too. Pictures were too big, so I will put the link like this. Infinidoors are replaced with Blast Doors for the balance, and backgrounds will be changed in the cargo bay, I think I should. And the cargo bay would be filled with some stuff, too. http://i902.photobucket.com/albums/ac22 ... 1298814851http://i902.photobucket.com/albums/ac22 ... 1298814852http://i902.photobucket.com/albums/ac22 ... 1298814853http://i902.photobucket.com/albums/ac22 ... 1298814854http://i902.photobucket.com/albums/ac22 ... 1298814855http://i902.photobucket.com/albums/ac22 ... 1298814856http://i902.photobucket.com/albums/ac22 ... 1298814857Resolutions of the pics messed up, though.
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Sun Feb 27, 2011 8:46 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
I like most of it, but there are one or two pieces that need swapping for something more appropriate.
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Sun Feb 27, 2011 4:38 pm |
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Omeletter
Joined: Thu Jan 13, 2011 6:55 pm Posts: 36 Location: Earth
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Which are? I think I will put some stuff a bit more in line, because the map is not designed for 100% seamless bunkers, so yeah, I see that the screen near lifts is off the place.
Also, what map do you think I should do next?
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Sun Feb 27, 2011 5:00 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
A lot of your bunker floors and ceilings face into the dirt, you haven't used vanilla modules where they would have been most appropriate, and the metal bar inside the concrete should almost completely wrap around in my opinion.
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Sun Feb 27, 2011 5:07 pm |
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Omeletter
Joined: Thu Jan 13, 2011 6:55 pm Posts: 36 Location: Earth
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Re: Tomaster's Simple Scenes™ (Last updated Feb/21/2011)
Yeah, the metal bar inside modules is hard to do here, because the map is about 10-15 pixels uneven for the bunker to do as I planned. Those 2 rooms at the bottom have Map pack 3 walls only, no vanilla modules, they face the dirt, and the metal bar is off, too. Anyway once you're in the battle you wouldn't notice those errors, lol.
What should the next map be?
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Sun Feb 27, 2011 6:01 pm |
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