With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
For all you mappers out there!

Moderators: Pardner, Joe Kari, TheDoctor, Breli

Postby steve » Wed May 26, 2010 3:16 am

Just a bunch of screens as I work on new content for the map (I've finally roughed up a bunch of models to use as lighting sources.)

ImageImageImage

Note that the church is still empty, I may close this area off to release a beta dm_ only version (the church will play a large part in br_ mode).

ImageImageImage

ImageImageImage

ImageImageImage

ImageImageImage

Image
User avatar
steve
Pistolero
 
Posts: 42
Joined: Fri Oct 05, 2007 1:30 am
Location: Nelson, New Zealand



Postby ReD NeCKersoN » Thu May 27, 2010 12:25 am

Visually speaking, this is shaping up to be a very pretty level. Looking forward to a beta!
Image
User avatar
ReD NeCKersoN
SG Team
 
Posts: 3245
Joined: Wed Mar 27, 2002 6:22 am
Location: VA, USA



Postby steve » Thu May 27, 2010 12:48 am

I just hope it plays well, as I've never actually played an online match of SG. Just bots... and the bots are... well... cabbage.
User avatar
steve
Pistolero
 
Posts: 42
Joined: Fri Oct 05, 2007 1:30 am
Location: Nelson, New Zealand



Postby SmokeyBacon » Thu May 27, 2010 3:33 am

I'd advise you to release a beta (of the BR preferably) as soon as possible so people can start to try it out, I'll be happy to test it. That way we can see how it all works tactically and if some tweaks need to be made etc.

BTW, from the screens so far, this map look beautiful, great work.
User avatar
SmokeyBacon
Shootist
 
Posts: 77
Joined: Sat May 16, 2009 9:25 pm
Location: Stuttgart



Postby ltmon » Mon May 31, 2010 2:45 am

PM me if you need our Australian-based server up and running with this map. I think we'd be the only server within 100ms of NZ, but we don't leave it running full time.

I could probably rustle up a few local players for testing as well if there's enough warning.
ltmon
Drifter
 
Posts: 11
Joined: Fri Feb 20, 2009 4:12 am



Postby Biondo » Tue Jun 01, 2010 12:15 pm

Really nice work, steve! 8O
User avatar
Biondo
SG Website Designer
 
Posts: 532
Joined: Thu Oct 15, 2009 4:35 pm



Postby steve » Wed Jun 02, 2010 3:49 am

Just a couple more screens :

Image
Image


dm_ test version in about a week, br_ test about a week after that.
User avatar
steve
Pistolero
 
Posts: 42
Joined: Fri Oct 05, 2007 1:30 am
Location: Nelson, New Zealand



Postby ReD NeCKersoN » Mon Jun 07, 2010 5:01 pm

steve wrote:dm_ test version in about a week....

How close are you to this test? I've been holding off on making any news posts lately because I wanted to include this. 8)

EDIT: Not rushing you. Just curious. :wink:
Image
User avatar
ReD NeCKersoN
SG Team
 
Posts: 3245
Joined: Wed Mar 27, 2002 6:22 am
Location: VA, USA



Postby steve » Mon Jun 14, 2010 3:36 am

Sorry, I completely forgot about a birthday (my own) that occurred last week. Mapping time was taken up with alcohol abuse and then several days of recovery.

Expect a test version in a the next few days.
User avatar
steve
Pistolero
 
Posts: 42
Joined: Fri Oct 05, 2007 1:30 am
Location: Nelson, New Zealand



Postby LuckyGenDago » Mon Jun 14, 2010 6:22 pm

go on

you have a fan now with me
[IngameName] mS.Dago
TS Admin
Image
LuckyGenDago
Gunslinger
 
Posts: 139
Joined: Fri Apr 10, 2009 1:05 am



Postby steve » Fri Jun 25, 2010 4:17 am

This is NOT a gameplay preview in any form what-so-ever, just a preview to show the current state of the map (not the latest build either).

If anyone has any ideas about what they would like to see in the map I would love to hear them as I'm having a bit of a mental block right now (hence the lack of a real preview).

It has been developed inside SG1.1 beta with Joe Kari's updated Alamo build, so there may be a couple of missing textures. Sorry.


I've still yet to build the underground area, expand the graveyard (will contain a crypt with a 2nd br_ cash grab area), and revamp the large white building (no longer a church).

Download
User avatar
steve
Pistolero
 
Posts: 42
Joined: Fri Oct 05, 2007 1:30 am
Location: Nelson, New Zealand



map

Postby juan carlos » Sun Jun 27, 2010 2:56 pm

I can say it now, that this will be my favourite map. I like your idea. As you said some textures are missing, like the top of the boxes, and there are lighting problems. But it's really nice.
juan carlos
Newcomer
 
Posts: 4
Joined: Sun Apr 19, 2009 9:38 am



Postby Joe Kari » Tue Jun 29, 2010 7:02 pm

I love the way you light the map ;)
User avatar
Joe Kari
SG Team
 
Posts: 878
Joined: Sun Sep 16, 2007 8:44 pm
Location: France



Postby steve » Wed Jun 30, 2010 4:09 am

Thanks guys.

I've not had terribly much time to work on the map recently as I've been quite sick.

Hopefully I'll have some more progress to show towards the end of the week.
User avatar
steve
Pistolero
 
Posts: 42
Joined: Fri Oct 05, 2007 1:30 am
Location: Nelson, New Zealand



Postby ReD NeCKersoN » Wed Jun 30, 2010 4:12 pm

Looks very nice Steve! If you add an underground area you might think about not getting too complicated with it. The map as it is now feels large to me... even though it isn't.
Nice layout. Looks like quality work all around.

I hope to finally post some news in the next day or two. That should get you some more feedback.
User avatar
ReD NeCKersoN
SG Team
 
Posts: 3245
Joined: Wed Mar 27, 2002 6:22 am
Location: VA, USA



PreviousNext

Return to Level Editing

Show Sidebar
Show Sidebar

User Control Panel