ZeroRaven Posted October 14, 2014 Posted October 14, 2014 Starting a new FFA/TFFA map, entitled "Blood Bath"Map is a 3 story layout, with a wide open base floor, and raised catwalk style second floor, as well as an underground bunker accessible via stairwells near each corner of the map.Haven't begun texturing yet but I'm thinking a sort of industrial theme. suggested by the latticed catwalk support pillars.Lots of metal, concrete and sand is what I'm thinking.Play area of the "ground floor" is 3072x3072 with the underground extending out to 1728 on both the north and south sides for an underground length of 3456 (width doesn't exceed the 1536 of the ground floor).Working in caulk ATM, which is why I included the wireframe for reference.Post more pics as I add stuff to break up the ground floor and as I add details. z3filus, Merek and Futuza like this Check out some of my previous works:JK Hub - [Editor: Zero Raven]
Merek Posted October 15, 2014 Posted October 15, 2014 Starting a new FFA/TFFA map, entitled "Blood Bath"Map is a 3 story layout, with a wide open base floor, and raised catwalk style second floor, as well as an underground bunker accessible via stairwells near each corner of the map.Haven't begun texturing yet but I'm thinking a sort of industrial theme. suggested by the latticed catwalk support pillars.Lots of metal, concrete and sand is what I'm thinking. Play area of the "ground floor" is 3072x3072 with the underground extending out to 1728 on both the north and south sides for an underground length of 3456 (width doesn't exceed the 1536 of the ground floor). Working in caulk ATM, which is why I included the wireframe for reference.Post more pics as I add stuff to break up the ground floor and as I add details. Love the design, keep up the good work!
ZeroRaven Posted October 15, 2014 Author Posted October 15, 2014 Started adding details to the catwalk area. Will work on underground next.Also changed from that horrendous system/Caulk.Wonder if anyone can guess what my newest texture is I'll swap it all back to caulk before I texture though, obviously Check out some of my previous works:JK Hub - [Editor: Zero Raven]
AshuraDX Posted October 16, 2014 Posted October 16, 2014 you could just replace the image for the caulk shader
ZeroRaven Posted October 17, 2014 Author Posted October 17, 2014 you could just replace the image for the caulk shader I slave over a hot mouse and this is the thanks i get Check out some of my previous works:JK Hub - [Editor: Zero Raven]
z3filus Posted October 17, 2014 Posted October 17, 2014 @@ZeroRaven I like your idea, but what gives the map its name ; FFA Blood Bath?at first I imagined the pool of blood from Blade 2 (starring Wesley Snipes) that would actually fit the industrial look. AshuraDX likes this
ZeroRaven Posted October 18, 2014 Author Posted October 18, 2014 @zeƒilus See I was thinking more Blood Bath = Massacre. A knock down trigger happy slug fest. Since there is a fair amount of open room on the map (at least as I envision it) I figured it would give it a sort of "kill box" style gameplay. Being able to flank your enemy, get flanked yourself, little cover.Weapons set I'm considering has a lean towards fast fire rate, and area effect damage. So repeaters, flechette, thermals, mines. Perhaps one rocket launcher and one disrupter. I don't want this to be a "rocket arena" map so there will be limited ammo for the RL, versus more plentiful ammo for the repeaters/flechettes. Check out some of my previous works:JK Hub - [Editor: Zero Raven]
ZeroRaven Posted October 19, 2014 Author Posted October 19, 2014 So been working on it still. Tested in game just to verify scale before I got too wild with it. Its PERFECT!!Well I may lower the roofs on the catwalks, but probably not lol.Textured a few small areas just to get a texture-set feel. I think concrete and metal will be the way to go.Skybox is temporary. Images are 512x512 TGA files, yet they look so stretched and pixelated in game.Also lighting is temporary, using a skylight in the shader for the primary light source. Underground area will have its one sub light sources, but the entire exterior will be lit from the skylight. So please excuse the piss-poor lighting.At 1500 brushes currently in level, even on my old model PC (Win-VISTA, 2GB RAM, Intel Pentium 4 Ghz, no PC-Graphics card) I still get between 55-60FPS average. So higher end machines will definitely have no problems at all. z3filus likes this Check out some of my previous works:JK Hub - [Editor: Zero Raven]
ZeroRaven Posted October 19, 2014 Author Posted October 19, 2014 Updated lighting shot. Increased the skybox lighting by x2. z3filus, Onysfx and Omicron like this Check out some of my previous works:JK Hub - [Editor: Zero Raven]
z3filus Posted October 19, 2014 Posted October 19, 2014 Looks nice so far, definetly keep that lighting (x2) - will you create any breakable parts in the map? and will it be an open area with natural light (skybox only) ?
ZeroRaven Posted October 19, 2014 Author Posted October 19, 2014 @zeƒilusI love the x2 lighting myself and will probably keep it that way. original skylight was only 122, new param is 250 (little over x2).The upper area will be completely open like it is and lit by skybox.Lower floor however is "underground" so will of course be lit by some light sources down there (most likely on walls and ceiling).SOME breakables are planned, since I want to keep entity limits. So probably some cover items which can be blown open like in Battlefield. Perhaps some pipes which will explode upon sufficient damage in the lower level. Not entirely sure about the environmental hazards yet. Just nailing down the basic gameplay right now. Check out some of my previous works:JK Hub - [Editor: Zero Raven]
Futuza Posted October 20, 2014 Posted October 20, 2014 So will you be planning the map for saber gameplay or something else?
ZeroRaven Posted October 21, 2014 Author Posted October 21, 2014 @@Darth Futuza It will mainly be a guns map. However the open areas will be sufficient for some saber battling. I've ran some timed laps around the pathways and it seems like a good map for 2-8 people. It is a relatively medium-large map. Futuza likes this Check out some of my previous works:JK Hub - [Editor: Zero Raven]
ZeroRaven Posted October 27, 2014 Author Posted October 27, 2014 So I ran a test on this map using OpenJK. It would seem OpenJK, with the same settings I use for base JK, I average between 90-100 FPS, as opposed to the 55-60 FPS I was getting in base JK. Check out some of my previous works:JK Hub - [Editor: Zero Raven]
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