DXMP_Basilisk (wip)
Posted: 21 Nov 2014, 06:39
sorry for links, 'count not upload attachment errors'
http://www.moddb.com/members/mikak/imag ... -basilisk2 (this is now old and superseded, but it has the sky, and a general feel of the map-if you're going to check out the pics, click this one first, because the rest have horribad sky)
hullo guys and girls, i've been working on a little (little in scope rather than size) map for dxmp, more specifically for a bot battles gametype, essentially Poor's wonderfully fun ww2. it's still a work in progress and i'll take an optimistic assumption that it is at about the 75% mark and i have about 2 weeks of work to bring it to a ver.01 standard (mid dec). i'm off on holidays to new zealand today so i thought it would be a good idea to make the current build available to any unrealeder's that would be so kind to load it up and have a look. any feedback on the concept/execution would be most appreciated. apologies for not acknowledging any replies as i wont have internets until december
here is what it is: the basis of this map was first created as my templar preceptory (not sure on spelling, thought it was precepatory, it's a thing, look it up) map. which was an aborted 'euro tour' element of my singleplayer mod. this (player character's trip to Europe) has been scrapped completely and i am instead concentrating wholly on one location map set. i salvaged the brushwork, removed a large chunk of the detailing and aesthetics, made it as simplified as i could bear to look at in the editor and manipulated the layout into this, which i hope will create an open, interesting and fun playing ww2 bot battles map. hope is that this will be balanced for both nazi's and allies, and thus only by the intervention of players will map domination be achieved
location and setting: is south central Europe, *more unnessessary backstory:* agent pc (i named my playercharacter 'retired unatco agent pc') would go to unatco hq Europe in Geneva, get a mission based around a dam busting terrorist event ('sarcastic yay' terrain editor D:) this map never happened~ tho geneva is utilised as a cinematic. after preventing, assisting or ignoring the events at the dam, the player gets sent to check up on the links between the terrorists and a known terrorist financier; omg the illuminati (i know kind of same old conspiracy trope). and wtf combined unatco and Interpol raid against the templars begins just as you arrive. so it was located within a short blackhelicopter flight from Switzerland. (eastern France or southern Germany). idea is that the map is the suburb of the old fortified town. it has some medieval buildings, some later, and then a bit of brownfill redevelopment with 20th century buildings. the whole map basically revolves around the basilisk (yes that isn't a 'real life' thing; warhammer40k fanboy okay).
here's some pics of the current build; (again, sorry for terrible looking sky)
http://www.moddb.com/members/mikak/images/basilisk01 (top view of map)
http://www.moddb.com/members/mikak/images/basilisk02
http://www.moddb.com/members/mikak/images/basilisk03
http://www.moddb.com/members/mikak/images/basilisk04
http://www.moddb.com/members/mikak/images/basilisk05 (teh funnies obersevation by WCCC)
http://www.moddb.com/members/mikak/images/basilisk06
http://www.moddb.com/members/mikak/images/basilisk07 (maybe a self propelled artillery should go here)
here is what it still lacks: skybox: (deleted because i wanted to fix the viewable foreground buildings and their effect on the horizon, so at current it is an unlit red monstrosity)
movers: lots of movers not yet added and sounds/locked/movertime/encroachtype?-the bump out of the way thing not yet dealt with
lighting: still kind of early, want it to be fairly dark, but not so much as to require f12 light aug. some need their brightness toned down.
pickups: havn't begun adding medkits/lockpicks etc yet, need to finalize the layout so they are stragically placed
weps: gone with cataclysm's ww2 weps & grenade and will add LAW's when layout finalized
player spawns: got a bunch of now redundant spawns here and there, ignore those. the weapon boards are more indicative of where the spawns are.
bot spawns: probably at or near the playerspawns. will figure it out when bots are added
deco: still early, don't want to spam the map with loads of deco, will add minimal deco later
ammo crates: need to finalize the layout so the ammo crates are stragically located for maximum 'omg i need ammo!!!'
tanks: not sure on the collision radius of the tanks, so may need to widen the town gates to allow the tanks
panzer route: on the (at current ingame) north side of the map is an intended 'panzer route'. not yet implemented.
prefabs: have a shizer-ton of prefabs made for my mod that i rely on to make my maps flow and integrate together smoothly, and basically i am intending to utilise some of those to decorate the enterable buildings, ie. bookshelves, tables, cabinets, headstones for the graveyard etc. but since i use 'transform permanently' alot, this wrecks the texture alignment and scaling, also they can become over-used very easily, so i'll add them later
pathnodes: deleted all pathing because i keep changing stuff, easy to add at final
woahhhhhhh that makes it sound like my map is just a giant rectangular subtraction and a player start!
any ideas, suggestions, observations, critique, criticism, generally useful input much appreciated.
i realise the file size is rather large, and perhaps this doesn't have a change of becomming playable for dxmp, in which case i'll throw a few weeks extra into it and make a quick and nasty single player mission, might have an hour or 2 of playability to it. in any case i had fun, that's what games are all about to me
@ Poor, could i possibly have access to your ww2 vehicles and bots packages so i can test them in the map? away until december 1st, so no hurry
The map itself: still in .unr format because there should be no confusion, this is still unfinished.
https://www.dropbox.com/s/20l07a9c4ugyy ... 1.unr?dl=0
gg
http://www.moddb.com/members/mikak/imag ... -basilisk2 (this is now old and superseded, but it has the sky, and a general feel of the map-if you're going to check out the pics, click this one first, because the rest have horribad sky)
hullo guys and girls, i've been working on a little (little in scope rather than size) map for dxmp, more specifically for a bot battles gametype, essentially Poor's wonderfully fun ww2. it's still a work in progress and i'll take an optimistic assumption that it is at about the 75% mark and i have about 2 weeks of work to bring it to a ver.01 standard (mid dec). i'm off on holidays to new zealand today so i thought it would be a good idea to make the current build available to any unrealeder's that would be so kind to load it up and have a look. any feedback on the concept/execution would be most appreciated. apologies for not acknowledging any replies as i wont have internets until december
here is what it is: the basis of this map was first created as my templar preceptory (not sure on spelling, thought it was precepatory, it's a thing, look it up) map. which was an aborted 'euro tour' element of my singleplayer mod. this (player character's trip to Europe) has been scrapped completely and i am instead concentrating wholly on one location map set. i salvaged the brushwork, removed a large chunk of the detailing and aesthetics, made it as simplified as i could bear to look at in the editor and manipulated the layout into this, which i hope will create an open, interesting and fun playing ww2 bot battles map. hope is that this will be balanced for both nazi's and allies, and thus only by the intervention of players will map domination be achieved
location and setting: is south central Europe, *more unnessessary backstory:* agent pc (i named my playercharacter 'retired unatco agent pc') would go to unatco hq Europe in Geneva, get a mission based around a dam busting terrorist event ('sarcastic yay' terrain editor D:) this map never happened~ tho geneva is utilised as a cinematic. after preventing, assisting or ignoring the events at the dam, the player gets sent to check up on the links between the terrorists and a known terrorist financier; omg the illuminati (i know kind of same old conspiracy trope). and wtf combined unatco and Interpol raid against the templars begins just as you arrive. so it was located within a short blackhelicopter flight from Switzerland. (eastern France or southern Germany). idea is that the map is the suburb of the old fortified town. it has some medieval buildings, some later, and then a bit of brownfill redevelopment with 20th century buildings. the whole map basically revolves around the basilisk (yes that isn't a 'real life' thing; warhammer40k fanboy okay).
here's some pics of the current build; (again, sorry for terrible looking sky)
http://www.moddb.com/members/mikak/images/basilisk01 (top view of map)
http://www.moddb.com/members/mikak/images/basilisk02
http://www.moddb.com/members/mikak/images/basilisk03
http://www.moddb.com/members/mikak/images/basilisk04
http://www.moddb.com/members/mikak/images/basilisk05 (teh funnies obersevation by WCCC)
http://www.moddb.com/members/mikak/images/basilisk06
http://www.moddb.com/members/mikak/images/basilisk07 (maybe a self propelled artillery should go here)
here is what it still lacks: skybox: (deleted because i wanted to fix the viewable foreground buildings and their effect on the horizon, so at current it is an unlit red monstrosity)
movers: lots of movers not yet added and sounds/locked/movertime/encroachtype?-the bump out of the way thing not yet dealt with
lighting: still kind of early, want it to be fairly dark, but not so much as to require f12 light aug. some need their brightness toned down.
pickups: havn't begun adding medkits/lockpicks etc yet, need to finalize the layout so they are stragically placed
weps: gone with cataclysm's ww2 weps & grenade and will add LAW's when layout finalized
player spawns: got a bunch of now redundant spawns here and there, ignore those. the weapon boards are more indicative of where the spawns are.
bot spawns: probably at or near the playerspawns. will figure it out when bots are added
deco: still early, don't want to spam the map with loads of deco, will add minimal deco later
ammo crates: need to finalize the layout so the ammo crates are stragically located for maximum 'omg i need ammo!!!'
tanks: not sure on the collision radius of the tanks, so may need to widen the town gates to allow the tanks
panzer route: on the (at current ingame) north side of the map is an intended 'panzer route'. not yet implemented.
prefabs: have a shizer-ton of prefabs made for my mod that i rely on to make my maps flow and integrate together smoothly, and basically i am intending to utilise some of those to decorate the enterable buildings, ie. bookshelves, tables, cabinets, headstones for the graveyard etc. but since i use 'transform permanently' alot, this wrecks the texture alignment and scaling, also they can become over-used very easily, so i'll add them later
pathnodes: deleted all pathing because i keep changing stuff, easy to add at final
woahhhhhhh that makes it sound like my map is just a giant rectangular subtraction and a player start!
any ideas, suggestions, observations, critique, criticism, generally useful input much appreciated.
i realise the file size is rather large, and perhaps this doesn't have a change of becomming playable for dxmp, in which case i'll throw a few weeks extra into it and make a quick and nasty single player mission, might have an hour or 2 of playability to it. in any case i had fun, that's what games are all about to me
@ Poor, could i possibly have access to your ww2 vehicles and bots packages so i can test them in the map? away until december 1st, so no hurry
The map itself: still in .unr format because there should be no confusion, this is still unfinished.
https://www.dropbox.com/s/20l07a9c4ugyy ... 1.unr?dl=0
gg