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 Area/Moon levels (v2.2) 
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Area/Moon levels (v2.2)
Cleaned up this post.

All my maps so far;
Clicky.
(v2.2)

Edit: Latest map, 'Barracks', created for ppiksmada (who requested one in the requests topic), downloadable here or from the attachments below. It's basically a bunker that wraps all around the map, has several entrances, sleeping quarters, several places to go outside in 'parks' and dig for gold, a couple of missile silos, roomy hallways, that sort of thing.

Warning: Too many doors and actors cause weird effects like:
- Spontaneous dying actors (incl. brain, but it's rare).
- Doors spontaneous break down.
- Bulletholes appear in mid-air.
It won't crash your game though.

These maps have all actors removed (except doors).
If you want to enable them, check the scene files. There are no actors in my latest maps.
No actors at start of a map is almost a guarantee that there won't be happening any strange stuff.


These old screens are from an old map. I'll make some new ones sometime;

Don't be afraid of heights;
Image

Large storage room (with two Windows BSOD's).
Image

Emergency exit (sealed for your inconvenience);
Image

Lots and lots of airspace to hover around in;
Image

Several more storage rooms;
Image

Storage + Command Center;
Image

Second missile silo + some air defence on top;
Image

See page two for moon screenshots.


Last edited by Gotcha! on Mon May 12, 2008 9:08 am, edited 19 times in total.



Sun Apr 06, 2008 3:25 pm
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Joined: Thu Nov 15, 2007 5:49 pm
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Post Re: Area 44
What are those rocket-shell things with the blocks holding them up and why are they there?


Sun Apr 06, 2008 3:45 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: Area 44
Just scenery really. I wanted to have some more missiles stored (since it is a missile launch facility and they should have some in stock) but I did not want to use real missiles since:
- they walk around
- it makes it even harder to scroll through all of the available units
The blocks are there to hold them a bit straight, since the missile shells fall on the ground without them. :)


Sun Apr 06, 2008 3:50 pm
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Joined: Sat Sep 22, 2007 7:28 pm
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Location: Right here.
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Post Re: Area 44
Even though scene editor'd scenes are frowned upon..this one actually pretty good. Have a cookie!


Sun Apr 06, 2008 4:24 pm
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Joined: Sun Nov 25, 2007 6:29 am
Posts: 400
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Post Re: Area 44
With a custom scene is good. Looks nice.


Sun Apr 06, 2008 4:53 pm
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Joined: Wed May 23, 2007 12:08 pm
Posts: 533
Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Area 44
Gotcha! wrote:
I did not want to use real missiles since:
- they walk around
- it makes it even harder to scroll through all of the available units


Just create a neutral imobile actor (Shape of a rocket) or ship/rocket and place them inside then =3

EDIT1: Either way good job =3


Sun Apr 06, 2008 6:19 pm
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: Area 44
Why did you seal off everything?
That's not going to make it easy to move around.


Sun Apr 06, 2008 6:59 pm
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Joined: Tue Jan 01, 2008 5:56 am
Posts: 564
Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Area 44
I'm envious, I was going to try to make a map completely out of bunkermodules but I doubt I could match this great style. You sure have all the details down, nice job.

edit: I recommend a quad-core to play this map..


Sun Apr 06, 2008 7:24 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Area 44
I just had a blast on this map... except instead of defending it, its much more fun infiltrating this enourmous complex.

The only thing that could be added to this map to make it even more fun, is to connect areas with ventilation shafts that can be easily made out of the 1x1 empty spaces and give them thin concrete walls.

This map is really good although the enourmous size of it makes CC slower than usual, but youve managed to keep it working. I love it.


Sun Apr 06, 2008 8:13 pm
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Joined: Sat Mar 01, 2008 10:12 pm
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Post Re: Area 44
There's also the ventilation set of bunkermodules...I'm sure they're still lying around the forum somewhere.


Sun Apr 06, 2008 8:34 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: Area 44
Thanks for the feedback. :) I am glad it was liked by some.
I'll keep the ventilation shafts in mind, it's a very good idea. I'll probably do a revision of this map.

Meanwhile I made another, <link in first post>.

I think it's better than the last one, although the bunker itself is a bit smaller (but with larger areas).
I used photoshop to make a different map this time. Lots of hills and stuff.
One huge outdoor building thing and several small bunkers.
I'd place screenshots, but I need to sleep. (Work. :x )


Last edited by Gotcha! on Mon Apr 07, 2008 9:57 pm, edited 1 time in total.



Sun Apr 06, 2008 8:53 pm
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Post Re: Area 44
I don't usually like to go "OMG! This is the best mod all year! so epic!"
But this is the best scene editor scene I've seen so far.


Sun Apr 06, 2008 10:47 pm
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Area 44
Keep it up =3

Your definatly a great scene maker =3


Sun Apr 06, 2008 11:17 pm
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Post Re: Area 44
Dude, the new area 57 map has bad doors, fix those please so they'd be friendly.


Mon Apr 07, 2008 9:12 pm
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Post Re: Area 44
Hi, I just noticed. Sorry about that. Changed all the doors to a team but forgot these hubs.
They're changed now. (In my first map too).

I updated the links in my first post.

I also made the map of Area 44 more appealing, as well as modifying the bunkers and removing the hatches to be able to launch the rockets.

I added a few minor things on Area 57 too, mainly more openings to shoot from in the tall building thing and adding another storage area.

For now I am done with these and want to think about how I can make more interesting maps. :)


Mon Apr 07, 2008 10:01 pm
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