Shared Map
Agreed. :icon14:ix-ir wrote:boilingoil: draw it, let's get the ball rolling. =)
bork[e], a13n? anyone else want in on this one?
Last edited by Magnus on Sun Jul 01, 2007 12:36 pm, edited 1 time in total.
Uh, well....good luck with that. :shrug:
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Yea, could you produce a orthographic or isometric drawing of the map?a13n wrote:Yes.boilingoil wrote:Everybody get my PM? I hope you all get the gist. I've even started on some brushwork.
But I couldn't understand the descritpion about center level very well.
What do these 5 pieces of fragmented blocks around the center mean?

Also posting our work as we go is fine by me. For feedback through the process of creating the map.
Uh, well....good luck with that. :shrug:
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I left my tablet home
and the line tool and marquee and stroke are a PIA to draw with lol.
http://www.beatsmith.com/oil/ptmctf1.htm
a13n: The broken blocks were just detail, being a space map with a gothic theme, I had the idea that it should look like it was ripped into space. You know, out of place kinda, bricks and chunks of the ground separated and drifting. I was trying to draw it that way. Iso view would have been better.
Gimme a bit and i'll take a snapshot from the editor.

http://www.beatsmith.com/oil/ptmctf1.htm
a13n: The broken blocks were just detail, being a space map with a gothic theme, I had the idea that it should look like it was ripped into space. You know, out of place kinda, bricks and chunks of the ground separated and drifting. I was trying to draw it that way. Iso view would have been better.
Gimme a bit and i'll take a snapshot from the editor.
Last edited by boilingoil on Mon Jul 02, 2007 3:59 pm, edited 1 time in total.
[url=http://www.quake3world.com/forum/viewtopic.php?t=30543]OILDM1 is BETA5![/url]
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I think you're right. Maybe a normal ctf map would be better. The broken blocks/floating/jagged edges might be a little too tough. Brushwork beyond my skills.
Hard to keep from having t-junctions. I'll save what i have but I'll think of something new.
Even still, I have so many themed ideas. Like cardboard forts. It would need a new textureset, but isn't that what PTM is about? Teamwork?

Even still, I have so many themed ideas. Like cardboard forts. It would need a new textureset, but isn't that what PTM is about? Teamwork?
[url=http://www.quake3world.com/forum/viewtopic.php?t=30543]OILDM1 is BETA5![/url]
Actually the idea of parts of the map being torn apart sounds kinds neat.
Perhaps instead of a hell/gothic in space a hell/gothic suspended in a large cave with a lava pit floor?
Something like the areas in Doom 3 where the base gets warped and torn apart in places and there was a corner where you have to jump from one floor tile to another to get to the intersecting hallway.
Although having to jump like that in a CTF would be a big probem. The floor tiles would have to be closer and covered in fullclip along the length of the row of blocks to prevent falling and getting stuck and for smoth movement.
But I think you are on to something good with the idea of parts of the base being torn apart by some kind of force.
I will see what I can come up with as well.
Perhaps instead of a hell/gothic in space a hell/gothic suspended in a large cave with a lava pit floor?
Something like the areas in Doom 3 where the base gets warped and torn apart in places and there was a corner where you have to jump from one floor tile to another to get to the intersecting hallway.
Although having to jump like that in a CTF would be a big probem. The floor tiles would have to be closer and covered in fullclip along the length of the row of blocks to prevent falling and getting stuck and for smoth movement.
But I think you are on to something good with the idea of parts of the base being torn apart by some kind of force.
I will see what I can come up with as well.
Uh, well....good luck with that. :shrug:
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vis shouldn't be a problem. I rather like the idea of torn gothic in space.
For the torn in a cavern, perhaps it could be suspended from the cavern's ceiling by the biggest chains ever conceived? I always liked the heavy chains + lava combo for some reason
Might I suggest .ase models for the bottoms of the broken areas so it would look ripped out of the ground? If it was floating space you could have random bits of floating brushes around the base of the main play area too.
For the torn in a cavern, perhaps it could be suspended from the cavern's ceiling by the biggest chains ever conceived? I always liked the heavy chains + lava combo for some reason

Might I suggest .ase models for the bottoms of the broken areas so it would look ripped out of the ground? If it was floating space you could have random bits of floating brushes around the base of the main play area too.
Here are a couple of shots of what I was thinking. This is a VERY rough blocking I threw together, but it will get the idea across I hope.
As you can see the large cave setting and parts of the map broken up like the bridge from one platform to another and the lava floor.
I figure some stalagmites coming up out of the lava floor would be nice as well.


As you can see the large cave setting and parts of the map broken up like the bridge from one platform to another and the lava floor.
I figure some stalagmites coming up out of the lava floor would be nice as well.


Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
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Here is some additional brushwork I added.
I got the feeling that the map tearing apart thing was not getting put across right in the other shots.
So here are some where as you can see not only the floor is in places broken, but the walls and in fact the entire structure in places are tearing apart.




Also yea, some blocking would be needed to prevent sniper domination of the map.
I got the feeling that the map tearing apart thing was not getting put across right in the other shots.
So here are some where as you can see not only the floor is in places broken, but the walls and in fact the entire structure in places are tearing apart.




Also yea, some blocking would be needed to prevent sniper domination of the map.
Last edited by Magnus on Tue Jul 03, 2007 1:15 pm, edited 2 times in total.
Uh, well....good luck with that. :shrug:
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Yea...actually the fact that we are looking at the tearing apart thing would be perfect for blocking.
Areas that seem as though the floor or a wall has broken up and started drifting away, but then froze in place would be a great random sniper block. :icon25:
Any thoughts on this from the rest of the team?
Areas that seem as though the floor or a wall has broken up and started drifting away, but then froze in place would be a great random sniper block. :icon25:
Any thoughts on this from the rest of the team?
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
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