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Working on "Convulsion of nature" (First beta is out!!) 
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Post Working on "Convulsion of nature" (First beta is out!!)
Hi guys. You´ll probably remember me from Zandronum/ZDoom forums at Hell Rising post, from Realm667 working on ZDoom Community Map Part 2 or almost sure for seeing me at aow2 servers :lol:

Im here just to start making a new map called "Convulsion of nature". If you have played "Stronghold at the edge of chaos" (Created by Tormentor667) one of its maps (STR30) has the same name. Thats because its gonna be themed in that map (but not so laggy).

Map features


Link: http://www.mediafire.com/?4xpqjovxv4n205i

Some very early screenshots:

Image

Image

Ill be posting some more screenshots at the same time I finish an important room.

Best regards from Guardsoul


Last edited by Guardsoul on Sun Oct 06, 2013 1:48 pm, edited 1 time in total.



Tue Feb 19, 2013 5:13 pm
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Post Re: Working on "Convulsion of nature"
Ooh, that's a pretty cave!
I'm intrigued already, please continue. :x


Tue Feb 19, 2013 5:20 pm
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Post Re: Working on "Convulsion of nature"
New screenshots!

One of the 4 big caves that are in the map (still not finished :P )
Image

Layout / Progress: Im adding small tunnels for those guys that like SSG encounters and also to reach the enemy base faster (Remember that this map is even shorter than Aow02 - Barrens, 8500 pixels from base to base :o )
Image

Right now the map has around 1300 sectors, it will probably reach 5500 if this keeps going on.


Wed Feb 20, 2013 8:55 pm
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Post Re: Working on "Convulsion of nature"
Looks pretty nice, good luck with this.

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Konda wrote:
He's got diplomatic immunity.

Code:
[20:31] <Synert> so yeah thanks dusk
[20:31] <Synert> for accidentally setting him on my forums
[20:31] <Medicris> dying
[20:32] <Eric> we figure that's proper retribution for all the shit you do in-game :v
[20:32] <Dusk> hahaha
[20:33] <Eric> truly a fate worse than banning


Wed Feb 20, 2013 11:57 pm
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Post Re: Working on "Convulsion of nature"
Looking at that layout, it looks quite compact. A bit too rough to judge, but it'd be nice if there were plenty of places (side tunnels and shit) to escape to and from.
Maybe even with some random goodies spawning somewhere.


Thu Feb 21, 2013 4:01 am
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Post Re: Working on "Convulsion of nature"
Blox wrote:
Looking at that layout, it looks quite compact. A bit too rough to judge, but it'd be nice if there were plenty of places (side tunnels and shit) to escape to and from.


Ye, will be enough "infantry tunnels" to reach enemy base without being crashed by a mech :lol:


Blox wrote:
Maybe even with some random goodies spawning somewhere.


I was thinking in adding that Stronghold huge portal (not teleport) behind each base just to make the map more familiar for those who reached that map but now it would be good if some enemies spawn each 10 minutes like some imps, lost souls and cacos.

Btw, Im gonna need some props (stalagmites, stalactites, etc...) that arent in resources. Do I add them?


Thu Feb 21, 2013 7:58 am
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Post Re: Working on "Convulsion of nature"
Obelisk new style finished :D

Image

Notice that master terminal is in that little room and I havent started that cave :P


Thu Feb 21, 2013 11:38 am
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Post Re: Working on "Convulsion of nature"
Clever to place it in the ceiling :)

"Problem" with new designs is that it is not immediately apparent what is the ob. But ofc we can live with that.


Thu Feb 21, 2013 3:37 pm
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Post Re: Working on "Convulsion of nature"
Looks like it'll be able to hit you pretty easily in that room, which could be a problem when it comes to destroying it.

_________________
Konda wrote:
He's got diplomatic immunity.

Code:
[20:31] <Synert> so yeah thanks dusk
[20:31] <Synert> for accidentally setting him on my forums
[20:31] <Medicris> dying
[20:32] <Eric> we figure that's proper retribution for all the shit you do in-game :v
[20:32] <Dusk> hahaha
[20:33] <Eric> truly a fate worse than banning


Thu Feb 21, 2013 5:33 pm
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Post Re: Working on "Convulsion of nature"
True, one solution is placing it even more near than it is now so the ceiling will become an obstacle for it. I have also think in raise the obby ceiling (not the room), it will do the same as the other choice.

Any suggestions?


Thu Feb 21, 2013 5:53 pm
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Post Re: Working on "Convulsion of nature"
Well, you aren't restricted to the cave ceiling to place the MCT in, so you can make it go up into a room for itself.
What I kind of mean

Some pillars on the sides could serve as identification too.


Thu Feb 21, 2013 6:55 pm
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Post Re: Working on "Convulsion of nature"
Guardsoul wrote:
Any suggestions?

Add control points and force shields for some important corridors.


Thu Feb 21, 2013 8:11 pm
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Post Re: Working on "Convulsion of nature"
Blox wrote:
Well, you aren't restricted to the cave ceiling to place the MCT in, so you can make it go up into a room for itself.
What I kind of mean

Some pillars on the sides could serve as identification too.


Oh, I see. Identification pillars? Do they tell that its the obby?

GoatSex wrote:
Add control points and force shields for some important corridors.


It isnt gonna be needed. Im adding some little corridors only for infantry to escape from mechs and avoid some defenses and also Im trying to make this level as similar as STR30 of Stronghold (where there isnt any forcefields).


Thu Feb 21, 2013 8:17 pm
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Post Re: Working on "Convulsion of nature"
Guardsoul wrote:
(where there isnt any forcefields).

And any obelisks, refineries, and other things. It will be good, if you find some way to struggle with completely utilited base and sandbag spam. Or it will be another map with team dethmatches until sudden death.


Thu Feb 21, 2013 8:31 pm
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Post Re: Working on "Convulsion of nature"
GoatSex wrote:
Add control points and force shields for some important corridors.

GoatSex wrote:
It will be good

Image


Thu Feb 21, 2013 10:12 pm
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Post Re: Working on "Convulsion of nature"
Blox wrote:
GoatSex wrote:
Add control points and force shields for some important corridors.

GoatSex wrote:
It will be good

Attachment:
d9ODAzd.png
d9ODAzd.png [ 79.45 KiB | Viewed 9243 times ]


Thu Feb 21, 2013 10:29 pm
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Post Re: Working on "Convulsion of nature"
Image


Thu Feb 21, 2013 10:35 pm
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Post Re: Working on "Convulsion of nature"
Progress/Layout:

Image

- Moved the obbey room around 80 units high (now the obbey cant shoot you if you are at master terminal)
- Added some little lights to obbey

I have thought in place some cameras (2 at each main base entrances and last one in crate room) to show whats going on. Screens will be at spawn room but I dont know if I should make the cameras spy enemies entrances or watch your own base ones.

Any suggestions?


Fri Feb 22, 2013 10:04 am
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Post Re: Working on "Convulsion of nature"
I added some cameras to floating city and I got the feeling that having cameras to monitor your own base are pretty much useless since they cannot really feed any information the player doesn't get to know in a few seconds anyway as they pick the class. Then again I did it kinda stupidly and put them to monitor the base and not really the entrance...

I also think that putting them to the enemy base would be a bad idea since espionage should be done by scouts and not automatically fed by indestructible cameras.

BTW for music I just thought Tension from RA2 could possibly fit:


Fri Feb 22, 2013 12:55 pm
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Post Re: Working on "Convulsion of nature"
I see. Better not add them if they are going to be useless (or unfair :P)

About the music: Its a cool track but I have in mind the original music from Stronghold (as a tribute) or at least some of those 2:
Music


Fri Feb 22, 2013 2:22 pm
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