Sorry for my absences, I assure you there us a very good reason. I have not had a chance to work on this map at all. I downloaded SG1.1 and was very pleased with it. Got a chance to pop on a pub server this weekend!
I left Death Valley Mine in an *almost* playable state... so...
DOWNLOAD IT HERE
It is playable, functional, but I did not get a chance to polish a few things up. Feel free to post your feedback. I hope to make your changes plus add a "reverse mode"!!
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I think its about time I introduced my most recent mapping project. Zero guarantees as to when it will be compete. I know its not much to look at now, but feel free to leave some comments.
Intro
br_DeathValleyMine is what you get when you combine 5 years of brain-storming with 5 years of practice. I actually started this map around the same time I started NoNameCity. I quickly learned that I didn't have the skill to compete it, so I moved onto Lago and ComancheCanyon.
The map is completely underground and will include two br maps: standard and mirrored; a DM version may also be included. The standard map, the robbers must descend into the mine, rob the gold, and then take the mine-lift out of the mines. In the mirrored map, robbers must fight uphill to reach the top of the mines to get the gold.
The mine tunnels will include such hazards as: collapsing tunnels, dynamite blasts, floored tunnels, and hidden tunnels. Of course, the defenders are considerable dangerous too!
Progress
I am currently lining the structural corridors with a nice rock wall like seen in Comanche Canyon. Some images might appear dark, but thats because I am tweaking the light and the fog as I progress down the tunnels. Here is a breakdown of my progress/plan:
- Structural Layout: 99%
- Detail Tunnels: 95%
- Detail Other: 75%
- Lighting: 90%
- Entities (doors, sounds, other): 50%
- FPS optimization: 50%
- Gameplay additives (creates, barrels, weapons, etc): 25%
- Bot support: 0%
- Overall: 85%
Files
None yet, much too early.
Videos
Old video of the layout.
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Screenshots