Author Topic: New Map: Knack's Basement - Beta 2  (Read 16989 times)

Zorchenhimer

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New Map: Knack's Basement - Beta 2
« on: March 20, 2009, 01:32:30 AM »
Knack's Basement - Beta Two













kbase_b2.zip

Beta One Screenshots
http://pics.zorchenhimer.com/sshots/9/sshot100.jpg
http://pics.zorchenhimer.com/sshots/9/sshot101.jpg
http://pics.zorchenhimer.com/sshots/9/sshot102.jpg
http://pics.zorchenhimer.com/sshots/9/sshot103.jpg

This is a smaller DM and TDM map.  I still have a bunch of work to (the lighting), but I have a playable map.  I plan on pulling a few tricks with special effects.  Any suggestions are welcome.

kbase_b1.zip
« Last Edit: December 22, 2012, 03:18:20 AM by Zorchenhimer »

Cameron

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Re: New Map: Knack's Basement - Beta 1
« Reply #1 on: March 20, 2009, 03:01:43 AM »
Heh, you actually called it that :P.

* Cameron is looking now :).

Sonny

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Re: New Map: Knack's Basement - Beta 1
« Reply #2 on: March 20, 2009, 07:31:03 AM »
funky^^

KnacK

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Re: New Map: Knack's Basement - Beta 1
« Reply #3 on: March 20, 2009, 07:53:32 AM »
I liek the Quakesque look of it.
* KnacK is looking for the stash of rockets for the rocket launcher

ViciouZ

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Re: New Map: Knack's Basement - Beta 1
« Reply #4 on: March 20, 2009, 10:32:33 AM »
:D

It might just be me but it seems to be very easy to get stuck on the slopes at the bottom of the walls.

Zorchenhimer

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Re: New Map: Knack's Basement - Beta 1
« Reply #5 on: March 20, 2009, 03:17:24 PM »
Yea, I noticed that too.  I don't think build 25 had that issue though.

lilb990

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Re: New Map: Knack's Basement - Beta 1
« Reply #6 on: March 20, 2009, 04:20:02 PM »
Heh love the name!

* lilb990 searches as well and finds a railgun...

cusoman

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Re: New Map: Knack's Basement - Beta 1
« Reply #7 on: March 20, 2009, 05:04:46 PM »
I love the simplicity of the map, and its layout flows in a perfect circular motion for DM and TDM.

My thoughts: If your going to have custom textures, it means people are going to have to download extra files. If they have to do this, they might as well have to download some killer r_scripts as well.  I say get completely custom textures and add some phong shading, and some nice r_scripts such as envmap features or some realistic moving lava :) Good concept work :)

-Cusoman

Eiii

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Re: New Map: Knack's Basement - Beta 1
« Reply #8 on: March 20, 2009, 05:08:57 PM »
Man, those are some loooong sight lines. Just putting one significant visual barrier in the middle of a few corridors would greatly reduce the r_speeds, I think, and probably make it more playable as well. :X

Zorchenhimer

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Re: New Map: Knack's Basement - Beta 1
« Reply #9 on: March 20, 2009, 05:23:30 PM »
@Cussoman:  Yea, I'm planning on doing some really fancy stuff with the lava, I just didn't include them in the first beta.  I want to see how it plays first.

@Eiii:  Currently, the highest r_speeds I could find was 1114.

Eiii

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Re: New Map: Knack's Basement - Beta 1
« Reply #10 on: March 20, 2009, 08:17:20 PM »
Well then, nevermind on those. I never actually checked them, I just remember you complaining about them. :)

I'm still not a fan of hueg sight lines, though :(

vague312

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Re: New Map: Knack's Basement - Beta 1
« Reply #11 on: March 21, 2009, 01:14:08 AM »
Very Nice map man.
   More Pillers!!!! :)

Clipz

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Re: New Map: Knack's Basement - Beta 1
« Reply #12 on: March 21, 2009, 08:49:51 AM »
hahhahahaha first knack's shack now knacks basement.

UDead

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Re: New Map: Knack's Basement - Beta 1
« Reply #13 on: March 23, 2009, 04:03:29 AM »
Still looking good.

jitspoe

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Re: New Map: Knack's Basement - Beta 1
« Reply #14 on: March 26, 2009, 10:32:47 PM »
Uploaded to the beta server.  Not a whole lot of feedback to give on this one.  It would be cool if there were more layers/height variance, like a second story.  You've got to try making an rscript for the lava, too. :)  On the technical/nitpicking side of things, it looks like you tried to eyeball the light texture alignment in some places instead of calculating an exact scale/offset.

Zorchenhimer

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Re: New Map: Knack's Basement - Beta 1
« Reply #15 on: March 26, 2009, 11:20:58 PM »
On the technical/nitpicking side of things, it looks like you tried to eyeball the light texture alignment in some places instead of calculating an exact scale/offset.

Well, I made it look good once, then I copied it (the set of four lights).  Those were a pain to align.  :P

_burnt

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Re: New Map: Knack's Basement - Beta 1
« Reply #16 on: March 26, 2009, 11:26:24 PM »
I just played TDM with bots and the spawns were mixed up. Like when you spawned as purple player, yellow player might spawn next to you (happened to me)

Zorchenhimer

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Re: New Map: Knack's Basement - Beta 1
« Reply #17 on: March 26, 2009, 11:31:22 PM »
I haven't assigned any of the spawns yet.

MosEz

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Re: New Map: Knack's Basement - Beta 1
« Reply #18 on: March 27, 2009, 12:07:19 AM »
new dogdeball :D
the design is good. the gameplay is bad. but funny to take it instead of oddjob or dogeball

_burnt

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Re: New Map: Knack's Basement - Beta 1
« Reply #19 on: March 27, 2009, 07:54:36 AM »
the gameplay is bad.

I wouldn't say if the gameplay is bad yet. I think TDM might work really well, after the spawns are assigned. DM works too, but i'm not sure if there are spawns in the battle stage itself, instead only in the spawn areas. If so, DM wont work well. People sit and spray everwhere in the spawn room. Like in HCA fortress, in the big spawn