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Posted: Sun Jul 01, 2007 12:09 am
by ix-ir
boilingoil: draw it, let's get the ball rolling. =)

Posted: Sun Jul 01, 2007 1:15 am
by Magnus
ix-ir wrote:boilingoil: draw it, let's get the ball rolling. =)
Agreed. :icon14:

bork[e], a13n? anyone else want in on this one?

Posted: Sun Jul 01, 2007 3:12 am
by a13n
O.K.
Count me in, please. :icon32:

Posted: Sun Jul 01, 2007 9:58 am
by boilingoil
Deal. When I get off work i'll get right on it!

Posted: Sun Jul 01, 2007 5:51 pm
by boilingoil
Everybody get my PM? I hope you all get the gist. I've even started on some brushwork.

Posted: Sun Jul 01, 2007 8:17 pm
by wattro
i wouldn't mind helping out with some feedback from time to time.

my time is usually quite limited, but i can make 5 or 10 mins a day and maybe give some good advice here or there.

do you guys have an irc channel or somewhere to support open & fluid discussion?

Posted: Sun Jul 01, 2007 9:11 pm
by Silicone_Milk
Id like to see this drawing just out of curiousity's sake.

Posted: Mon Jul 02, 2007 6:14 am
by a13n
boilingoil wrote:Everybody get my PM? I hope you all get the gist. I've even started on some brushwork.
Yes.
But I couldn't understand the descritpion about center level very well.
What do these 5 pieces of fragmented blocks around the center mean?

Posted: Mon Jul 02, 2007 12:58 pm
by dichtfux
I'd also like to see it. Any reason for using PMs here?

Posted: Mon Jul 02, 2007 1:43 pm
by Magnus
a13n wrote:
boilingoil wrote:Everybody get my PM? I hope you all get the gist. I've even started on some brushwork.
Yes.
But I couldn't understand the descritpion about center level very well.
What do these 5 pieces of fragmented blocks around the center mean?
Yea, could you produce a orthographic or isometric drawing of the map? ;)

Also posting our work as we go is fine by me. For feedback through the process of creating the map.

Posted: Mon Jul 02, 2007 3:46 pm
by boilingoil
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.

Posted: Mon Jul 02, 2007 3:52 pm
by ix-ir
Perhaps a more normal CTF map would be better?

Posted: Mon Jul 02, 2007 4:25 pm
by boilingoil
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. :tear: 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?

Posted: Mon Jul 02, 2007 5:03 pm
by Magnus
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.

Posted: Mon Jul 02, 2007 5:11 pm
by ix-ir
Torn up is a cool concept, I was thinking that space would be a problem on vis and being able to shoot everything. Perhaps something along the lines of the Alice atmosphere of warped spaces but each area could be confined to its own rock corridor or other vis blocker.

Posted: Mon Jul 02, 2007 5:46 pm
by dichtfux
Torn apart with holes sounds good, but you shouldn't make them too huge and clip 'em off so players won't have to jump over them.

Posted: Mon Jul 02, 2007 6:13 pm
by Silicone_Milk
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.

Posted: Mon Jul 02, 2007 7:05 pm
by ix-ir
There's also the whole 'people who can aim will break the map' thing with space maps. :P

Posted: Mon Jul 02, 2007 7:27 pm
by Magnus
ix-ir wrote:There's also the whole 'people who can aim will break the map' thing with space maps. :P
You mean as in good snipers? If so true. :icon4:

Posted: Mon Jul 02, 2007 8:23 pm
by Magnus
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.

Image

Image

Posted: Mon Jul 02, 2007 9:26 pm
by ix-ir
Heh nice, that's exactly the kind of lines I was thinking along.

Posted: Mon Jul 02, 2007 10:34 pm
by Magnus
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.

Image

Image

Image

Image

Also yea, some blocking would be needed to prevent sniper domination of the map.

Posted: Mon Jul 02, 2007 11:06 pm
by Silicone_Milk
Pillars.
Arches.
Rubble.

Or just dont have a railgun in the map :icon26:

Posted: Mon Jul 02, 2007 11:44 pm
by Magnus
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?

Posted: Tue Jul 03, 2007 12:48 am
by ix-ir
The map will need proper blocking, I was picturing a series of tunnels rather than all in one giant room. Being able to see the opponents takes all the depth out of CTF.