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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Fort blead
so i give you a desert map: Fort Bled Quote: [Regional Data: large desert region, open dunes. large subterranean vein piercing through the ground, gold laden, and makes a useful secondary invasion plan. any individual walking twords the fort on foot without cover or teammates is doomed, use the windward side of the dune to your advantage when invading, the men on the fort appear to be equipped with a "sniper-cannon", an experimental coalition weapon, capable of assault from an incredibly long range.] this is my first map, so please try to be constructive. Attachment:
ScreenDump043.bmp [ 900.05 KiB | Viewed 12142 times ]
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ScreenDump042.png [ 102.15 KiB | Viewed 12142 times ]
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LtS.rte.rar [418.77 KiB]
Downloaded 619 times
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Sat Nov 07, 2009 2:04 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Fort blead
Wow. Five dollars says LtS.rte stands for Lafetastic Scene.
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Sat Nov 07, 2009 2:07 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Fort blead
Honestly lafe, the only thing that saved this from me voting suck, was the cavern. The transitions between ground types was spotting and fugly, and the terrain was mostly blah. I didn't really take a look at the actual base, but I can't truly be effed to do that myself after seeing the map.
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Sat Nov 07, 2009 2:10 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Fort blead
ProjektTHOR wrote: Wow. Five dollars says LtS.rte stands for Lafetastic Scene. yep. okay, ill fix the terrain, but the maps actually pretty fun gameplay wise, especaly with the snipercannon in the fort, it makes it much funner against the ai.
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Sat Nov 07, 2009 2:15 am |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Fort blead
lafe wrote: blah blah blah snipercannon blah blah blah blah. Snipercannon? OMGDL. must test, now.
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Sat Nov 07, 2009 3:23 am |
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Levelx
Joined: Tue Jul 31, 2007 11:25 pm Posts: 81
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Re: Fort blead
✗ Amazing ✗ Suck ✔ Pasta
User was warned for this post - p3lb0x
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Sat Nov 07, 2009 1:40 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Fort blead
popular consent states that this mod is made of pasta.
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Sat Nov 07, 2009 2:42 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Fort blead
This is precisely how not to make a poll. Do not make a poll for the sake of making a poll, do not add a huge amount of useless options, if you're expecting a serious answer don't add any dumb options, and if you're not, don't make a fudge poll.
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Sat Nov 07, 2009 3:37 pm |
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Levelx
Joined: Tue Jul 31, 2007 11:25 pm Posts: 81
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Re: Fort blead
Just a few issues with the scene: 1) AI doesn't use gatling guns well. 2) Weapons aren't pre-equipped but on the floor. Go into Fort Blead.ini and add them under the Ahuman actors. ie Code: PlaceSceneObject = AHuman CopyOf = Coalition.rte/Soldier Heavy Position = Vector X = 84 Y = 1116 HFlipped = 1 Team = 0 AddInventory = HDFirearm CopyOf = Coalition.rte/Gatling Gun AddInventory = HDFirearm CopyOf = Coalition.rte/Auto Pistol AddInventory = HeldDevice CopyOf = Base.rte/Riot Shield 3) Give the cavern an underground bg. I think it's the purple'ish color that does that.
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Sun Nov 08, 2009 12:06 am |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: Fort blead
I've got some issues too, they've probably already been stated, but I feel like reiterating. 1. The layers don't go together smoothly, there are places were you've missed, and left background sky between the layers. 2. Like Levelx said, the cavern needs a dirt background, this can be achieved by using the purple color instead of the pink. 3. Dislike the base design, but that's just personal preference. 4. Again, a personal thing, but why do you have a map folder that contains nothing, a debris folder, and other things that could have been just referenced to in base.rte? I just like my folders as organized as possible, and well labeled. That's just me though. That's the end of my bitching.
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Sun Nov 08, 2009 12:34 am |
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Labrat>BEN
Joined: Tue Oct 13, 2009 3:28 am Posts: 37
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What the crap was that. the only cool thing about this was the dunes but only if there were a dunebuggy to drive.
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Sun Nov 08, 2009 10:41 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: Fort blead
More like FORT TERRIBLE. I kid. I kid.
It could use some work though. I guess it's okay for a first scene.
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Mon Nov 09, 2009 4:04 am |
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Pyrokinesis1019
Joined: Sat Sep 12, 2009 4:08 am Posts: 61 Location: Corellia
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Re: Fort blead
I was just thinking of how this mod is made of pasta, and I came up with a great idea: there should be a scene made out of pasta!!! I like the snipercannon. I'm not even going to bother repeating the other stuff. Now all I need is to learn how to make a scene... do not be surprised if you check the scene releases and there is a scene made entirely out of spaghetti and sauce.
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Thu Nov 26, 2009 6:23 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Fort blead
What. Pasta? What in the fudge are you even talking about?
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Thu Nov 26, 2009 6:29 am |
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