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SunBurN

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Yeah, The Anchorhead map is back under development after I took time out to help SunBurn with his map.

I started working on it again last night, so once I get a whole bunch of things done and the compile errors fixed it will be all go.

(Mind you you're gonna need a VERY fast machine to get the best outta this!)

I'll post some more screenshots just as soon as I have a new compile ready.

 

Monsoontide.

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Hi SunBurn

 

Check out the interesting 'Stuck' thread at the top of the forum on SAGA specifications - It's all about the Gameplay mode called SAGA - seems very similar to Return To Castle Wolfensteins's MP levels - It's about setting objectives for each team to complete in order to win!

 

Will get that landing gear to you today.

 

Monsoontide

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yeah i did check that out. You thinking of making a Saga map? I was thinking of a Theed scenerio where you had to (if you were the federation side) take out theed defenses such as emplaced cannons and the other side (theed soliders) had to take out the advancing federation tanks (they'd be on a slow moving func_train. Anyway, that's one thought I had.

 

That's good about the landing gear. You still haven't told me which you perfer, the hovering SI or a landed one. Talk with you later.

 

SunBurN

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Ok I received the landing gear. I'll put them in soon. Right now I'm reconstructing my map. First I copied the walls (box) of the map to a new map, compiled it, checked for leaks, and it was fine. Then I compiled it with the lava and clouds and it worked fine and compiled in 3 min w/Full Vis. Next I started adding the mountain walls on section at a time, and the compile time jumped a few minutes at a time each time...but compiled and worked with no problems. Then I received your email and tried using full vis extra and it compiled fine...however about 15 min longer to finish. So at this point, it's compiling with all four mountain walls and some of the terrain and seems to be doing fine. I'll give you another update soon.

 

So are you going to add the saga aspect to your anchorhead map?

 

SunBurN

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I was thinking of a Theed scenerio where you had to (if you were the federation side) take out theed defenses such as emplaced cannons and the other side (theed soliders) had to take out the advancing federation tanks (they'd be on a slow moving func_train. Anyway, that's one thought I had.

 

Very interesing idea.

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Thanks keo, but making the city of Theed would be very challenging (ie a ton of custom textures and the md3s for the tanks would have to be created) and I would definitely need help. An easier scenario would be hoth (as mentioned in the saga Sticky) where your objective would be to take out the shield generator if you were imperial and if you were rebel, to take out the ATAT's and ATST's and the rebels would have a certain amount of time to accomplish this before the atat's opened fire on the shield generators. Anyway, this new saga approach to the game is filling my head full of ideas for maps. I'll probably work on one after my current map is finished and released.

 

SunBurN

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Probably not but it might be possible to set them up as er... what is it, func_shooter or something so they fire at you while you run around and then when you activate the objective it triggers them to shoot the shield generator.

 

I really hope RAVEN will release an expansion disc that features expanded multi-play capabilities in the toolset. (Wishful thinking! The Q3 engine is simply starting to show it's age)

 

Monsoontide

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