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DM-)TK(-BeachWarfare
http://www.runestorm.com/forums/viewtopic.php?f=77&t=77151
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Author:  Turbo K [ Thu Jul 28, 2011 12:28 pm ]
Post subject:  DM-)TK(-BeachWarfare

Sarge wrote:
a good map idea, could be a overlord map.... but team Dm, bunkers, hill side, barbwire, couple trenchs, beach, water, landing craft, and of course, HAMR projectil all across the beach, now wouldnt that be an epic match ^__^ mine favs are D49, and the desert eagel.


So here it is: 8) http://www.gamefront.com/files/20576542/DM__TK__BeachWarfare_zip


Name: DM-)TK(-BeachWarfare

Author: Turbo )K(

Description: A medium sized outdoor map set on a beach with an Overlord/assault the beach theme.
Designed for Ballistic weapons but also plays well with other weapons.

@Sarge: I'm not sure if this is exactly what you were thinking of, but it has bunkers, hills, landing craft, a beach, and plenty of water. It is also build with HAMRs vs. Machineguns in mind. I'd recommend replacing the AVRiL and/or target painter with the HAMR. 8)

Screenshots:
Image

Image

Author:  Sgt. Kelly [ Fri Jul 29, 2011 2:46 pm ]
Post subject:  Re: DM-)TK(-BeachWarfare

Hmm, interesting! I'll have to try this out. :)

Author:  Turbo K [ Sat Jul 30, 2011 7:44 pm ]
Post subject:  Re: DM-)TK(-BeachWarfare

Let me know what you think. 8)

Author:  Blade sword [ Sun Jul 31, 2011 1:38 pm ]
Post subject:  Re: DM-)TK(-BeachWarfare

I'm not testing much stuff but I like the concept :)

Author:  Herr General [ Sun Jul 31, 2011 2:19 pm ]
Post subject:  Re: DM-)TK(-BeachWarfare

First impression: OH MY GOD WHAT IS THAT NOISE!? MAKE IT STOP

A sure way to get players to hate your map is have constant high pitched whistling in the background. It's incredibly annoying. :angry-banghead:

Other than that, it has good ideas, but needs some work. More details are always good. Plants on the beach, more texture variation on the ground, project decals on the craters, trim on BSP meshes, etc. The little things really make the map.

Some meshes clip through the terrain, like one of the helipad meshes for the Raptor. Flatten that terrain out.

The lift in the building starts diagonal on the ground and swivels around? What? Really kills the suspension of disbelief there.

Animate the water texture, give it a cube map, make it transparent, and make it two-sided. A flat blue plane with slight color variation does not good water make. Try using some of the "surf" meshes from ONS-IslandHop.

The wall textures in the building should be scaled better (smaller), methinks.

Add windows to the building to shoot out of. Maybe add a second floor.

Also, never release a map as "final" without doing beta testing and getting feedback. Good advice for the future, so we don't go through this again.

Author:  Turbo K [ Sun Jul 31, 2011 4:13 pm ]
Post subject:  Re: DM-)TK(-BeachWarfare

Thanks for the feedback. Its actually been beta tested on another forum already, but I may still go back and make some changes based on your advice.

Author:  Herr General [ Sun Jul 31, 2011 5:46 pm ]
Post subject:  Re: DM-)TK(-BeachWarfare

Turbo K wrote:
Thanks for the feedback. Its actually been beta tested on another forum already, but I may still go back and make some changes based on your advice.


No problem. I love beta testing and such, especially on maps.

Author:  RenHoek7 [ Mon Aug 01, 2011 10:20 am ]
Post subject:  Re: DM-)TK(-BeachWarfare

Turbo K wrote:
Sarge wrote:
a good map idea, could be a overlord map.... but team Dm, bunkers, hill side, barbwire, couple trenchs, beach, water, landing craft, and of course, HAMR projectil all across the beach, now wouldnt that be an epic match ^__^ mine favs are D49, and the desert eagel.


So here it is: 8) http://www.gamefront.com/files/20576542/DM__TK__BeachWarfare_zip


Name: DM-)TK(-BeachWarfare

Author: Turbo )K(

Description: A medium sized outdoor map set on a beach with an Overlord/assault the beach theme.
Designed for Ballistic weapons but also plays well with other weapons.

@Sarge: I'm not sure if this is exactly what you were thinking of, but it has bunkers, hills, landing craft, a beach, and plenty of water. It is also build with HAMRs vs. Machineguns in mind. I'd recommend replacing the AVRiL and/or target painter with the HAMR. 8)

Screenshots:
Image

Image




Nice!

Its now on my 2. Server!

Author:  Vani [ Wed Aug 03, 2011 6:18 am ]
Post subject:  Re: DM-)TK(-BeachWarfare

The idea is pretty OK.
But the gameplay isn't good in my opinion.

All players start in the boats. I think you should change that!
Maybe add weapon and ammo spawns in the boats, maybe udamage and keg-o-health.
But it's very annoying, when all spawnpoints are placed in the boats.

Invasion and Deathmatch with more players are also nearly impossible to play.

Author:  Turbo K [ Thu Aug 04, 2011 3:09 pm ]
Post subject:  Re: DM-)TK(-BeachWarfare

Really? There is one player start in each boat, (for a total of five) and about 6-8 palyerstarts scattered around the beach. There is also a weaponlocker in each boat and a superweapon/pickup on the back of each one as well. Also, the two end boats have jumppads that launch you all the way on the beach.
I think that the problem is that UTk4 will often make you respawn at the same playerstart several times in a row no matter where the battle is.

I've never tried Invasion with this map. How many players are you using? I'd recommend up to eight.

Have you tried my forest map yet? That one will have more then enough room. :)

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