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Red Eclipse • View topic - [MAP] Invasion

[MAP] Invasion

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[MAP] Invasion

Postby DonGeilo » 21 Sep 2016 09:53

Invasion.jpg




I made a more RE-themed map. Its a spacestation that suits with most games modes. The bases adapt to team colours.



Don Geilo - idea, execution
some players - playtesting



CC-BY-SA 4.0 or any later version.

If you have any ideas, comments or wishes, please let me know.
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Last edited by DonGeilo on 25 Nov 2016 16:31, edited 6 times in total.
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Re: [MAP] Invasion

Postby qreeves » 21 Sep 2016 10:31

Very interesting looking map, you can tell some effort went into the design. No idea how it plays yet, but at first glance it might not have enough "verticality" that is usually a hallmark of RE maps (eg. It's mostly a platform over a platform).
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Re: [MAP] Invasion

Postby bonifarz » 21 Sep 2016 10:58

Spinning goop jar for the win! :lol:

I remember some multi-capture game on this map, and there were some vertical paths for sure. While the interior is basically just a cross-corridor, there are some pushers and wall run segments outside to facilitate alternate routes.

Maybe for some modes it could be interesting to block off some pathways (using mapmodels that are linked with triggers).
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Re: [MAP] Invasion

Postby DonGeilo » 21 Sep 2016 11:32

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Re: [MAP] Invasion

Postby bonifarz » 21 Sep 2016 11:54

Don't worry about waypoints, basically you just set /dropwaypoints to 1 and walk around a bit. Does not have to be a super optimized mesh. (Note: You can save and load waypoints independently from other map content, and since 1.5.6, waypoints are also saved with /savemap.)

I think the window geometry behind the flags could benefit from a simple modification, to get rid of those sharp angles, which look a bit odd. Here's an example of what you could do, along with a simple experiment for two sided alpha.
invasnap.jpg
Of course, you could add more geometry for frame effects if you like to.

Details: Door on yellow base is slightly off center and some corners of side windows near bases have small geometry gaps or other quirks you can easily fix with copy/paste.
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Re: [MAP] Invasion

Postby DonGeilo » 21 Sep 2016 13:14

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Re: [MAP] Invasion

Postby DonGeilo » 21 Sep 2016 15:35

Update:
* windows in bases improved
* geometry gaps fixed
* some textures fixed
* doors now centered

Thank you, bonifarz.
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Re: [MAP] Invasion

Postby DonGeilo » 25 Nov 2016 08:53

I changed some spawning points and put them behind automated doors to give more feeling of an "invasion".

Also, there are now teleporter rooms in each base leading back to the centre. Please share your thoughts about them.

I have some further question. I want to add mapmodels that block the central pathway for normal ctf games, but not for multi-ctf games. How do i have to set the triggers for these mapmodels?

Update:
* added teleporter rooms too each bases
* edited spawning points (behind doors)
* minor geometry gaps and some textures fixed
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Re: [MAP] Invasion

Postby qreeves » 25 Nov 2016 10:39

You might have to use multiple mapmodels/triggers in the same location for such a specific setup, what you do is set the trigger to "hide" so it removes the mapmodel in modes you don't want it to be in (see "Vault" by favorito for an example).
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Re: [MAP] Invasion

Postby DonGeilo » 25 Nov 2016 11:04

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Re: [MAP] Invasion

Postby DonGeilo » 25 Nov 2016 16:43

Just fixed some minor bugs... Whoever already downloaded it, you have to do it again.
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