Author Topic: nc_crete [WIP]  (Read 3599 times)

Offline Ts4EVER

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nc_crete [WIP]
« on: 11-07-2009, 17:07:19 »
Hi
After playing in the nation cup I took an interest in designing small infantry heavy maps (for 12-16 players). Experience in the cup showed that some maps (like Gazala 16) were to small and constricted for tactical gameplay, while others (El Al) were too open.
I decided to create a map I thought was balanced and tactical, while still providing fast and fun gameplay with lots of close combat and flanking opportunities. The map is now nearing the end stages of production.

I called it nc_crete (the nc because of nations cup and crete because it is set there) and features a half destroyed airfield to fight over. ATM there are three flags, one in the hand of each team and a neutral one in the middle. The Germans start in a big hangar, the British in an administrative complex of some sort and the center of the map is an air shelter bunker with a Ju52 crashed into it. All flags are cappable, so a good team can outcap the enemy and the fighting s not too concentrated on the center flag.

Some screenshots (note that I messed around with the lighting options, so the shadows are a bit off):



















The map is of course too small for public play, but smaller clans might find it interesting and if we repeat the nations cup one day it could be put to some use.
I hope to finish it next weekend.

Offline Flippy Warbear

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Re: nc_crete [WIP]
« Reply #1 on: 11-07-2009, 17:07:46 »
Ahh this reminds me of the great Galactic Conquest event in which you gathered clans and groups together and had a tournament between them on specialized maps, looks like a fun idea TS, keep it up. :)

azreal

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Re: nc_crete [WIP]
« Reply #2 on: 11-07-2009, 17:07:49 »
Can we get a minimap?

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #3 on: 11-07-2009, 18:07:07 »
Not a minimap, but a top down view. Some objects don't show up, only the shadows, but the big ones are there:




Offline Fuchs

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Re: nc_crete [WIP]
« Reply #4 on: 11-07-2009, 18:07:52 »
Looks good but Crete isn't a desert wasteland.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #5 on: 11-07-2009, 18:07:31 »
Actually the landscape around the playable area (the background so to speak) is mostly grass. Also there are some garden areas especially to the north. The runway and the terrain around the bunker is a bit on the sandy side though. Perhaps I will bring in some more green patches around there.

Offline Fuchs

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Re: nc_crete [WIP]
« Reply #6 on: 11-07-2009, 19:07:08 »
Much more grass, much more. Also less palm trees, more common trees. Right now it looks a bit like a low detail snap shot from Sidi Rezegh.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #7 on: 11-07-2009, 20:07:23 »
I guess you're right, and I should probably add some olive trees, these always give a very mediterranian feeling.

Offline Fuchs

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Re: nc_crete [WIP]
« Reply #8 on: 11-07-2009, 20:07:36 »
Yes, that would work out really well. And logs, I always like logs. Maybe make a vineyard somewhere or an olive tree yard.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Torenico

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Re: nc_crete [WIP]
« Reply #9 on: 11-07-2009, 20:07:08 »
When taking screenshots, get rid of these Yellow things in the map.

You can desactivate them (Not needed now, but when you are heavy whit Spawn Points, vehicle spawns, etc), by clicking

Render-->Gameplay Objects-->Off


Im pretty sure it was Gameplay Objects...

Looking goood so far


Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #10 on: 11-07-2009, 21:07:02 »
@torenico: I know, but I'm sure many people are interested in spawn points and flagzones in the overview.

@Fuchs: I added some grassy patches:


Offline Sir Apple

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Re: nc_crete [WIP]
« Reply #11 on: 11-07-2009, 22:07:16 »
The overgrowth is to orderly - it should be more randomized with direction and placement.

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #12 on: 11-07-2009, 22:07:29 »
do you mean the grass?

Offline Fuchs

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Re: nc_crete [WIP]
« Reply #13 on: 11-07-2009, 22:07:30 »
Good start! But Apple is right, take a look at the right side of the grass, looks like those industrial forests planted by the government, all in a row.
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Ts4EVER

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Re: nc_crete [WIP]
« Reply #14 on: 11-07-2009, 22:07:10 »
There is some truth to that... it's easy to change.