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Trouble in Terrorist Town
| Topic:
[Release] ttt_BlueSky
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Topic: [Release] ttt_BlueSky (Read 13226 times)
pizzamanjesus
Poster
Posts: 21
«
on:
August 02, 2010, 08:52:11 AM »
What I had in mind with this map was it being fairly small and crampt with only one or two main gathering areas. I wanted it to be a good c4 map and so there are some good spots for hiding c4 that would yield efficient results. There's a toxic
sludge
pit,
a black pit of death
, and a concrete(?) grinder which grinds other things just the same...
The weapons themselves are mostly dispersed throughout the map. It's not a map to get lost in so finding those two places is pretty easy. As I said before, not a huge map, but in my mind, not a painfully small map either. It's got 32 player spawns, but it's suited for ~16-24 players.
NEW VERSION
ttt_BlueSky_V3 (9/29/10)
http://www.filefront.com/17334575/ttt_BlueSky_V3.rar
Updates in
V3
(9/26/10)
- A new area under the grinder.
- A sewer area. Just the right size to not get lost in.
- Notable aesthetic improvements.
- Performance enhancements.
- New weapon placement.
- Black pit is no longer black. Still deep. Would not advise falling in.
*Some other things, nothing too surprising, but definitely new.
SCREENSHOTS OF
V3
WARNING
Some images may lack cubemaps,
hide your children.
::)
OLDER BUT RELEVANT SCREENSHOTS
«
Last Edit: October 01, 2010, 09:26:03 PM by pizzamanjesus
»
CrazyChicken
Poster
Posts: 604
Beep Beep Boop
«
Reply #1 on:
August 02, 2010, 09:56:54 AM »
Looks fucking beautiful great job, I hope it has good FPS.
Most Neutral Poster
Release:
ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Marauder8
Build Tester
Posts: 4639
Future Emperor of Antarctica
«
Reply #2 on:
August 02, 2010, 10:10:52 AM »
It looks like a map for Hidden: Source.
Quote from: Worbat on
THIS RAINCOAT IS FROM THE DEVIL
zoobird
Poster
Posts: 108
«
Reply #3 on:
August 02, 2010, 10:20:12 AM »
Quote from: Marauder8[UK on
link=topic=10007.msg396284#msg396284 date=1280743852]
It looks like a map for Hidden: Source.
Now that you mention it...
Anyhow can't wait to try.
Psyence
Poster
Posts: 16
«
Reply #4 on:
August 02, 2010, 10:52:21 AM »
Your map looks great, but I would like the windows pane are breakable. Is it possible you change that ?
Sven10
Poster
Posts: 13
«
Reply #5 on:
August 02, 2010, 11:15:26 AM »
Great map, no lag at all for me, and the grinder is the deadliest thing in a while.
You won't resist jumping in it to see what it feels like :D
bigbadboo
Poster
Posts: 287
«
Reply #6 on:
August 02, 2010, 01:39:26 PM »
Looks good, will play test it then add it to the PEZ server.
Flaming Monkey
Poster
Posts: 2015
«
Reply #7 on:
August 02, 2010, 02:07:05 PM »
That is quite a sexy map. Nice job.
Quote from: Marauder8[UK on
link=topic=4658.msg385943#msg385943 date=1277847751]
And I Marauder. Me scared big bright in sky, it make hot.
C.Mong
Poster
Posts: 280
DNR Owner
«
Reply #8 on:
August 02, 2010, 06:22:18 PM »
It's up on DNR. Pretty excited to try it. Looks nice. :)
www.dnr-gaming.com
pizzamanjesus
Poster
Posts: 21
«
Reply #9 on:
August 02, 2010, 06:36:06 PM »
Thanks all. Though I think an even more updated version is in order for i've found a few small issues with V2. I was also thinking of adding an area under the grinder at some point. I'll let this version play out a bit in case there are things I didn't notice. As for the breakable windows, if I am feeling up for a day with the current window texture in photoshop soon, I may think of fulfilling such a suggestion. It's just that the way I am thinking of how those windows would look if they were breakable in their current state disturbs me. :o
«
Last Edit: August 02, 2010, 06:45:12 PM by pizzamanjesus
»
Charles445
Build Tester
Posts: 2338
I LOVE THIS AVATAR
«
Reply #10 on:
August 02, 2010, 06:45:30 PM »
This map is like... wow.
I don't know how you pulled it off but everything blends together in a kind of unity. Lots of maps attempt and fail at keeping a theme, but this one succeeds on all fronts.
This is awesome.
Quote from: BaconManRules on April 15, 2011, 10:37:34 PM
del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.
Bookcases, Bookcases Everywhere
Tyrant T100
Poster
Posts: 1725
The State sees all!
«
Reply #11 on:
August 02, 2010, 09:02:52 PM »
Looks great it reminds me of De_saw that we play on the Ice cave.
I look forward to trying it when I see it running.
http://www.youtube.com/user/TyrantGrandburnin
Marauder8
Build Tester
Posts: 4639
Future Emperor of Antarctica
«
Reply #12 on:
August 02, 2010, 09:04:44 PM »
Played it today on Soduka's, it was great fun, but everyone just kinda crowded around the meat grinder. Although it was hilarious when someone falls victim to it.
Quote from: Worbat on
THIS RAINCOAT IS FROM THE DEVIL
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #13 on:
August 02, 2010, 09:13:31 PM »
I like the corridors/tunnels under the grinder area, it's good C4 ground.
I think it would be nice if bodies in the grinder could be ID'd a bit more easily, for example by having them land on a conveyor belt that rolls them out into the room and dumps them. Seems like it could be a cool effect fitting the factory concept: you see someone fall in the grinder, scream, and his corpse rolls out on the conveyor belt down below.
Gamerofthegame
Poster
Posts: 1533
I'm after you, Worbat!
«
Reply #14 on:
August 02, 2010, 09:16:25 PM »
It's a grinder, BKU.
Bodies aren't going to be to identifiable.
Anyway. It's good stuff! It'd be nice, though, if all those player clip places had a reason to be blocked. There is a alleyway over by the trains, for instance, that is blocked for
no reason
and it's kinda jarring.
Soduka
Poster
Posts: 680
«
Reply #15 on:
August 02, 2010, 09:19:38 PM »
And you can see it leads to nothing, ruins atmosphere.
And you can see the nothingness/fake backdrop if you get on top of the shipping container after the one that's dropped from the crane.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #16 on:
August 02, 2010, 09:23:12 PM »
Quote from: Gamerofthegame on August 02, 2010, 09:16:25 PM
It's a grinder, BKU.
Bodies aren't going to be to identifiable.
It's not about being realistic, but about being fun and cool.
worbat
Santaman
Posts: 13027
Fnar Fnar Fnar
«
Reply #17 on:
August 02, 2010, 09:29:19 PM »
Quote from: Bad King Urgrain on August 02, 2010, 09:23:12 PM
It's not about being realistic, but about being fun and cool.
Like splitting the offtopic into 2 boards >_>
It's a nice map though, lots of nooks and crannys to do dastardly deeds.
Shadow: Ben's secret name is ben
my god
pizzamanjesus
Poster
Posts: 21
«
Reply #18 on:
August 02, 2010, 11:17:27 PM »
Well it's good to know that people are enjoying it :)
I was contemplating on whether to keep/ remove the dropping container completely. It was really just a thought though, i'll be fiddling about with that entire area in general, mostly driven by aesthetics but i'll probably do something game-play related.
With the grinder situation, my next 12-14 hour stint in hammer will effect it in a in one way or another. I do have a slicing sound that'll play when somebody goes in and an ambient grinder-like sound playing, I just have to figure out why they're not playing and fix them. At first, I made it a point for the grinder to get rid of bodies completely, but more and more I have been thinking along the lines of what Bad King said. I'll probably figure something out where the body is identifiable underneath it in some concrete mixing basin area(?)/etc. but at the same time, keeping the whole "Wohoho he just fell in the grinder oh snap." kind of thing goin on. Maybe by some miraculous compilation of magic hammer entities i'll have something set up where gibs and blood are spewed out etc. yet still allow identification.
I also think that most of the realism this maps might've had went out the window when I appointed it a concrete factory, being planned out based on reference material of an old power plant. Just a fun fact. :D
«
Last Edit: August 02, 2010, 11:21:25 PM by pizzamanjesus
»
Darkest_97
Poster
Posts: 286
Hi.
«
Reply #19 on:
August 02, 2010, 11:39:47 PM »
If you want to have the bodies that go in still be lost and not be able to be id'd, then maybe you can do the conveyer belt thing and have it dump the bodies into the acid pit. Then people could have some time to get to them.
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