VCTF-[Id]-Interstice
Posted: Mon Mar 02, 2009 12:54 am
Here is my third attempt at map making, Interstice. This map took me quite a while for a few reasons. One reason is I moved while making this map, so it got put on hold for a while. Another reason is this map has tons of jump pads, and it took a long time lining them all up correctly to make them do what I wanted them to do. The map still didn't turn out the way I wanted it to because the jump pad path is a little bit linear whereas I wanted it to seem more random. I couldn't line the jump pads up well enough when I made them seem random. Sometimes I'd take a jump pad and over shoot the the next jump pad or under shoot it and I would fall, so I decided to make the jump destinations closer to the jump pad so there was less room for error. I later discovered I could change the jump pad radius, which eliminates over and under shooting, but by this time, I had already gotten my jump pads lined up and didn't want to do it over.
So . . . long story long, the map isn't quite what my original vision was, but it's close. My original vision was much less complex overall compared to what the map is now, but as I make a map, I have more and more ideas and add a lot of new aspects to a map. So far I haven't yet made a map that turned out as I envisioned it from the start. The style of gameplay I want in the map I always accomplish, but the layout of the map is never what I originally envisioned, and that's a good thing.
Anyway, the idea behind this map is something I've wanted to do for years. In this map, the best way to go from one base to the other is by a series of jump pads that are suspended over a fall that leads to kill volume. Basically, if you get shot down while taking the jump pads, you die. There is a path that you can walk from base to base, but it takes longer to reach and you can still be shot off and into the kill volume. The best option is the series of jump pads, but they come with a risk and there is no way to avoid that risk.
This is primarily a foot run map (one of these days I'll make a Manta run map), with the possibility of Scorpion and Hellbender runs, although Hellbender runs will be nearly impossible . . . nearly. The Scorpion and Hellbender can use the no collision walls to line up its path from one base to the other, but it's pretty difficult in the Hellbender because it has to be lined up perfectly. Again, the vehicles can be shot into the kill volume. If a player tries to use the vehicle paths to walk from base to base, the player gets catapulted off of the walkway into the kill volume.
I love the textures I ended up using in this map. The textures just give off this orange glow inside the bases that looks great. The texture used for the walkways outside the base reflects the blue and red lights I used over the interstice. I enjoy the textures, but I might be the only one.
I'll need one of the admins for the private server to toss this map up for me so it can receive some beta testing, but this map doesn't need much testing, I don't think. I'll be on Xfire, so when one of you guys get on, just message me and I'll send you the map. I'll apologize in advance for the file size.
Here are some screenshots:
A few views of the base.
This screen was taken from within the largest cube.
This is the outside of the bases, this is the area of the interstice that you must use the jump pads to pass over.
These next two screens are a view of the upper level of the base accessible via jump pad from the middle cube.
A view of the top of the base accessible via jump pad from the upper level of the base behind the back Scorpion.
A view of the back wall of the base.
This is the side path that a player can use to go from base to base without using the jump pad system. It is most easily accessed from the largest cube inside the base, but you can also reach this side path from the top of the base by using the ramps on the back wall.
An aerial view of the jump pad system spanning the interstice.
The remaining screenshots show the easiest Scorpion path for a flag run. This first screen shows the Scorpion passing through the no collision walls located at the bottom and upper level of the base. Fair warning though, walking through the upper level wall means certain death. You must drive through it.
So . . . long story long, the map isn't quite what my original vision was, but it's close. My original vision was much less complex overall compared to what the map is now, but as I make a map, I have more and more ideas and add a lot of new aspects to a map. So far I haven't yet made a map that turned out as I envisioned it from the start. The style of gameplay I want in the map I always accomplish, but the layout of the map is never what I originally envisioned, and that's a good thing.
Anyway, the idea behind this map is something I've wanted to do for years. In this map, the best way to go from one base to the other is by a series of jump pads that are suspended over a fall that leads to kill volume. Basically, if you get shot down while taking the jump pads, you die. There is a path that you can walk from base to base, but it takes longer to reach and you can still be shot off and into the kill volume. The best option is the series of jump pads, but they come with a risk and there is no way to avoid that risk.
This is primarily a foot run map (one of these days I'll make a Manta run map), with the possibility of Scorpion and Hellbender runs, although Hellbender runs will be nearly impossible . . . nearly. The Scorpion and Hellbender can use the no collision walls to line up its path from one base to the other, but it's pretty difficult in the Hellbender because it has to be lined up perfectly. Again, the vehicles can be shot into the kill volume. If a player tries to use the vehicle paths to walk from base to base, the player gets catapulted off of the walkway into the kill volume.
I love the textures I ended up using in this map. The textures just give off this orange glow inside the bases that looks great. The texture used for the walkways outside the base reflects the blue and red lights I used over the interstice. I enjoy the textures, but I might be the only one.
I'll need one of the admins for the private server to toss this map up for me so it can receive some beta testing, but this map doesn't need much testing, I don't think. I'll be on Xfire, so when one of you guys get on, just message me and I'll send you the map. I'll apologize in advance for the file size.
Here are some screenshots:
A few views of the base.
This screen was taken from within the largest cube.
This is the outside of the bases, this is the area of the interstice that you must use the jump pads to pass over.
These next two screens are a view of the upper level of the base accessible via jump pad from the middle cube.
A view of the top of the base accessible via jump pad from the upper level of the base behind the back Scorpion.
A view of the back wall of the base.
This is the side path that a player can use to go from base to base without using the jump pad system. It is most easily accessed from the largest cube inside the base, but you can also reach this side path from the top of the base by using the ramps on the back wall.
An aerial view of the jump pad system spanning the interstice.
The remaining screenshots show the easiest Scorpion path for a flag run. This first screen shows the Scorpion passing through the no collision walls located at the bottom and upper level of the base. Fair warning though, walking through the upper level wall means certain death. You must drive through it.