• Duel_Ghost_Town, AKA "wtf do I do with this?"
    24 replies, posted
So I started a map a while back for a thread about a gamemode they invented, where two spies duel each other. They always did it on KOTH maps, so I created "Duel_Ghost_town" to suit the theme better. However, my map wasn't finished before the thread faded into obscurity. I've been dusting it off as of late, and I want to know what I should do with it. I don't have the inspiration to turn it into a CP map, but it's not big enough for KOTH or arena. Here's some images: Old: [IMG]http://i94.photobucket.com/albums/l115/yukisohma19/Source/duel_ghost_town0000-2.jpg[/IMG] [IMG]http://i94.photobucket.com/albums/l115/yukisohma19/Source/duel_ghost_town0002-1.jpg[/IMG] Recent: [IMG]http://i94.photobucket.com/albums/l115/yukisohma19/Source/duel_ghost_town0002-2.jpg[/IMG] [IMG]http://i94.photobucket.com/albums/l115/yukisohma19/Source/duel_ghost_town0001-2.jpg[/IMG] [IMG]http://i94.photobucket.com/albums/l115/yukisohma19/Source/duel_ghost_town0000-3.jpg[/IMG] [IMG]http://i94.photobucket.com/albums/l115/yukisohma19/Source/duel_ghost_town0003-2.jpg[/IMG] It's got 3D skybox, ambient sounds, embellishment, spawns, etc. I hate to see my work go to waste here, does anyone have any sort of suggestions?
Buildings look blocky. [editline]09:30PM[/editline] But it does really look good.
Reminds me of lead and gold. Nice work.
I had some detail overlays on the facade's, but for some reason or other they're not present in these images, I probably removed them when I was relaying other overlays. Also, there's parts of the map behind the buildings, little allyways and whatnot.
It's kinda meh [editline]09:34PM[/editline] Expecially 8 units high, unaligned wood plates. Never seen those in western movies.
Polish it for a while and make it.... payload maybe?
Having all the buildings with those strange unaligned wood floors looks ugly as hell
[QUOTE=Mvwill;23523981]Polish it for a while and make it.... payload maybe?[/QUOTE] it's not even big enough for arena
release it on gmod.org for poses or whatever
achievement_farwest.bsp
I remember this from when we had our Spying shenanigans
Based off on that Wild West map in Timesplitters 2?
There's more than one spawn now right
Looks like one of the areas in one of the lead and gold maps
And thanks to your posting this I need to finish that Map Emporium.
[QUOTE=alex525;23524184]Based off on that Wild West map in Timesplitters 2?[/QUOTE] No, just based off of vague ideas of ghost towns, no real reference. [QUOTE=xpod1;23524191]There's more than one spawn now right[/QUOTE] Yes. [QUOTE=Urog;23524012]Having all the buildings with those strange unaligned wood floors looks ugly as hell[/QUOTE] You mean the boards that overhang outside?
The boards should be lined up. It just looks messy at the moment. As for making it into a real map with a gamemode and such, you could put a flag in an easily defensible building. You could put a CP on top of a relatively flat building as long as there's multiple ways to get up. [editline]05:57PM[/editline] [QUOTE=alex525;23524184]Based off on that Wild West map in Timesplitters 2?[/QUOTE] That was my favorite map in that game! :buddy:
make it deathmatch.
Some ideas off the top of my head. -Make the wooden floors line up like everyone else has suggested, maybe not as thick too. Maybe 2x4 height? That way you wont have to jump up on them. -Stagger the placement of the buildings so they are not all flush down the street. This will create nooks and crannies to take cover behind. -Add some spacing between the buildings, it looks a little congested and claustrophobic. -From the pictures it looks like the town so far is just one straight street. If you want to make it an koth, why not turn it into a town square, or plaza, centered around a well maybe? Then you can create staggered height buildings for scout jumping, sniping. However then you run into the problem of cover for the cp. But if its an arena, then thats no problem. -Make sure the buildings all have at least 2 entrances/exits. Looks good though!
Thats pretty cool, Would be great for machinimators.
oh god i remember spy duels... the idea was created from my old tf2 server :)
[QUOTE=TTUporter;23524665]Some ideas off the top of my head. -Make the wooden floors line up like everyone else has suggested, maybe not as thick too. Maybe 2x4 height? That way you wont have to jump up on them. -Stagger the placement of the buildings so they are not all flush down the street. This will create nooks and crannies to take cover behind. -Add some spacing between the buildings, it looks a little congested and claustrophobic. -From the pictures it looks like the town so far is just one straight street. If you want to make it an koth, why not turn it into a town square, or plaza, centered around a well maybe? Then you can create staggered height buildings for scout jumping, sniping. However then you run into the problem of cover for the cp. But if its an arena, then thats no problem. -Make sure the buildings all have at least 2 entrances/exits. Looks good though![/QUOTE] You don't need to jump on them, they aren't that thick at all, it just looks that way. The staggered planks were part of the whole Wild West motif, same with the tight-knit buildings. As for the plaza, I was going to turn that clock tower area into a second street with more buildings, but it's all so awkwardly set-out, I don't really want to work with it. I think I might release as-is for whoever wants to make use of it.
Why not make it into an arena/koth/ctf/cp/pl map? You know, like they did with sawmill.
Maybe you haven't been reading [editline]10:56PM[/editline] Actually you haven't at all and wow he got permabanned
Make it so the sand also covers/goes over some of the planks. they look too steril and brand new, compared to dust settling and making the land uneven.
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