Chasm

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Supertanker
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Chasm

Postby Supertanker » Sun Oct 27, 2013 5:46 am UTC

A small snowy map. Work in progress. Now on the dev server (keep a lookout for it during dev games and please playtest!)

sb1.jpg
sb1.jpg (120.99 KiB) Viewed 4472 times


sb2.jpg
sb2.jpg (180.54 KiB) Viewed 4473 times


sb3.jpg
sb3.jpg (140.4 KiB) Viewed 4472 times


Plans for next release: additional routes, sounds, various details, better lighting.

Download: http://jacksontech.net/map-snowstation-b2.pk3

All comments welcome.
Last edited by Supertanker on Sun Oct 27, 2013 5:47 am UTC, edited 1 time in total.
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Supertanker
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Re: Snow Station (WIP, to be renamed)

Postby Supertanker » Sun Oct 27, 2013 5:47 am UTC

Another screenshot:
sb4.jpg
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kharnov
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Re: Snow Station (WIP, to be renamed)

Postby kharnov » Sun Oct 27, 2013 6:06 am UTC

Can't wait to see a snow weather effect. Great work!
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ViruS
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Re: Snow Station (WIP, to be renamed)

Postby ViruS » Mon Oct 28, 2013 9:55 am UTC

I've got a feeling some of those textures are from E.Jack's plat23.

First thing: The main bases spaces are a 'bit' huge in their width. I haven't really tested the alien base yet though but it looks like it'll struggle against a luci rush. Well it's not like cramped bases don't struggle against luci rushes, keep it as is but the human base surely needs some more protection. Maybe a double-storey platform to fill the space would be nice.
Second thing: Due to the high ceiling, dragoons can kill turrets within 400 msecs (pounce + crush + chomp).
Third thing: If you can get past the death abyss, you can get outside the map and fall onto the skybox below.
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StalKermit
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Re: Snow Station (WIP, to be renamed)

Postby StalKermit » Mon Oct 28, 2013 11:33 am UTC

ViruS wrote:I've got a feeling some of those textures are from E.Jack's plat23.


The PK02 texture set is popular.
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Viech
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Re: Snow Station (WIP, to be renamed)

Postby Viech » Mon Oct 28, 2013 1:41 pm UTC

ViruS wrote:Second thing: Due to the high ceiling, dragoons can kill turrets within 400 msecs (pounce + crush + chomp).

That's a gameplay issue and shouldn't be fixed on a per-map basis.

During the dev game I focused on evaluating the human armor changes so I didn't have a closer look on the map's gameplay yet. For now let me tell you that I like the nonsymmetric layout and I think this map has a lot of potential. As I already told you ingame, the default human base is rather weak and the room doesn't offer a viable layout. The alien starting base is stronger but I'm not sure if the room you designated for base moves would allow for a good alien base.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
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Supertanker
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Re: Chasm

Postby Supertanker » Wed Jul 08, 2015 6:37 am UTC

Updating Chasm. I've removed the bundled textures and switched the map over to the shared packs, which makes it smaller. I lost some of the colored lights so I'm putting them back in as I see fit.

If you want to follow along with development, the map and assets are in a github repo here: https://github.com/JacksonTech/map-chasm

I'm making two changes to the layout. The first is a ladder on the human side of the snowy ledge. It starts retracted and drops down when someone gets on the ledge and pushes a button.

The second is an air duct system. Here's screenshots.

Human side (ladder visible, deployed)
Image

Middle
Image

Now I need to decide where to hook it up at the alien side. I see two obvious choices: either in the rocky area in the screenshot below, or in the donut room to the left (alien base antechamber). Which do you think is better for balance? Another option is somewhere in the computer room inside.
Image
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kharnov
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Re: Chasm

Postby kharnov » Thu Jul 09, 2015 5:39 pm UTC

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illwieckz
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Re: Chasm

Postby illwieckz » Thu Jul 09, 2015 6:30 pm UTC

It's testable right now on my server (with auto-download enabled, and I've added an extra pak to add navmeshes so there are bots too), just do callvote map chasm on the console when you are online. :thumbup:
Last edited by illwieckz on Tue Jul 14, 2015 5:36 pm UTC, edited 1 time in total.
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Viech
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Re: Chasm

Postby Viech » Tue Jul 14, 2015 3:20 pm UTC

Sweet, I'll try to be there to test it on Sunday!
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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