• Medieval Payload: Morrigan Alley - W.I.P.
    215 replies, posted
I'm not sure that's food they're eating. It has brush marks on it. :ohdear:
It looks really nice. Though the only thing that bothers me is the roof tops. Some chimenys and detail would be nice.
[QUOTE=MILKE;27183667]It looks really nice. Though the only thing that bothers me is the roof tops. Some chimenys and detail would be nice.[/QUOTE] alpha
[QUOTE=zombojoe;27171143]I'm not sure that's food they're eating. It has brush marks on it. :ohdear:[/QUOTE] It's funny as valve made the ribs.
What is the grenade silhouette doing on the arrow pouch?
[QUOTE=Contrails;27185451]What is the grenade silhouette doing on the arrow pouch?[/QUOTE] Its a single bullet version that i made from the original ammo symbol used in TF2. [img]http://tf2wiki.net/w/images/9/94/Resupplylocker.png[/img] [img]http://www.ubercharged.net/wp-content/uploads/2010/07/cp_badlands0013.jpg[/img] I put it on the sack to try and make it easily readable that it gave you ammo (If it wasn't already obvious enough). In game it turns out you cant really see shit when its spinning like, or at least you cant when the symbol is on the side. So i will most likely change it to like a arrow version of it or something seeing as it cant really be seen anyway.
[QUOTE=Contrails;27185451]What is the grenade silhouette doing on the arrow pouch?[/QUOTE] Could be the family crest of whoever made the arrows?
There should be a medieval capture point. That metal disk with a glowing light doesn't make sense.
[QUOTE=A B.A. Survivor;27186326]There should be a medieval capture point. That metal disk with a glowing light doesn't make sense.[/QUOTE] Agree, it should be wooden, have a crudely made look with no glowing light.
[QUOTE=A B.A. Survivor;27186326]There should be a medieval capture point. That metal disk with a glowing light doesn't make sense.[/QUOTE] I agree also, perhaps a flag that slowly raises/lowers like Battlefields Conquest mode?
it's payload, so
[QUOTE=Chilean;27186678]it's payload, so[/QUOTE] But even payloads have those cart capture point models. I understand what they are saying anyway. My original idea was to have a flag, but i am thinking something a bit lower to the ground might be better. I haven't really set out any plans to make any of the capture point models yet so i guess the idea is still up for debate until i draw out some concepts for it.
[QUOTE=treythepunkid;27188750]But even payloads have those cart capture point models. I understand what they are saying anyway. My original idea was to have a flag, but i am thinking something a bit lower to the ground might be better. I haven't really set out any plans to make any of the capture point models yet so i guess the idea is still up for debate until i draw out some concepts for it.[/QUOTE] Put a box to the side with a hole that has nothing but darkness and a pair of eyes. The Control Point sounds are made by a kid locked inside.
Instead of the light on the control point maybe it could be a torch/other type of flame in a stained glass box.
you should put a reference to morrigan from dao in the map somewhere
Hey guys, here is a little preview of Alpha 2. Mostly more routes added, and sniper cover improved. One big change is the stylizing of the buildings. This adds more sniper cover and more space on the streets in some cases. [img_thumb]http://treybrown.com/images/uploads/medi_town16.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town17.jpg[/img_thumb] Another change is an extension on the route going around the court yard. This allows people to move to the far end of the court yard while avoiding the above snipers. [img_thumb]http://treybrown.com/images/uploads/medi_town18.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town19.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town30.jpg[/img_thumb] Another route is near the final battlefield, near C. It also allows a clearer route to avoid any snipers if you want to. I also noticed around that area a lot of tension, where the defenders where easily taking people off the cart. The long stretch is supposed to help the defenders get ready for the incoming push for the final point. To help attackers i have added a bit of elevation there as well as a full health pack. This should add some nice spots for spies as well. [img_thumb]http://treybrown.com/images/uploads/medi_town21.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town22.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town23.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town24.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town32.jpg[/img_thumb] Lastly i have added another help to one of the sniper friendly areas near the attackers first spawn. Going through the elevated area near spawn you can cut directly though to the balcony's on the other side. [img_thumb]http://treybrown.com/images/uploads/medi_town25.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town26.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town27.jpg[/img_thumb] [img_thumb]http://treybrown.com/images/uploads/medi_town31.jpg[/img_thumb] I also lowered the court yards fountain to help players other than scouts to get to it. Also improved on some of the lighting by adding more lights in dim areas, and planed to fix some of the rought movement issues some people where having with the cart. I plan on submitting version A2 for gameday at tf2Mappers.net so if there is any other feedback from you guys on A1 that you would like to see in A2 then post it now! Thanks for your time!
[QUOTE=treythepunkid;27188750]But even payloads have those cart capture point models. I understand what they are saying anyway. My original idea was to have a flag, but i am thinking something a bit lower to the ground might be better. I haven't really set out any plans to make any of the capture point models yet so i guess the idea is still up for debate until i draw out some concepts for it.[/QUOTE] How wide is the custom cart, I was thinking those points could be a little gateway which is passes through and a flag changes team colour when triggered.
Having every cap point be a gateway might be a little restrictive if you wanted to have a cap point in the middle of an open area. What about a streetlamp that changes to the team's color when it's captured? Maybe have a flag draped over it too for clarity of who owns the point
I think a custom overlay that could serve as "cart tracks" could go a long way with helping people know were the cart is headed/coming from.
[QUOTE=Political Gamer;27218408]I think a custom overlay that could serve as "cart tracks" could go a long way with helping people know were the cart is headed/coming from.[/QUOTE] They could use tire marks to show the path?
Why are there victorian gas lamps in a medieval town?
Why does the Demoman have a stick grenade?
It's valve, nothing makes sense.
Hey guys, here is a quick update. I have been working on some props while i figure out how to rework the map. So basically the blus are supposed to be spawning inside a Medieval dungeon. I was deeply saddened when i saw a lack of dungeon props. So my first set of dungeon like props to help give that effect to the spawn where chains! [img]http://treybrown.com/images/uploads/chains01.jpg[/img] [img]http://treybrown.com/images/uploads/chains03.jpg[/img] [img]http://treybrown.com/images/uploads/chains02.jpg[/img] As you can see i have a lot of differing pieces i can work with. I think this will help when i get to detailing the dungeon. Second off i noticed a lack of signs. I know there is a sign used to indicated where A is but there is not any kinda dangling signs that are so typical of any medieval town. [img]http://treybrown.com/images/uploads/signs02.jpg[/img] [img]http://treybrown.com/images/uploads/signs03.jpg[/img] [img]http://treybrown.com/images/uploads/signs01.jpg[/img] Of course i haven't finished the metal work on the main post nor have to finished the metal hangers on the signs and the main post but its a start. I will post more about the layout changes that i have made due to the gameday feedback soon!
This really looks promising, can't wait to play this. Although the attacking team will be at a disadvantage. The melee weapon's damage output is far too great for the cart to heal. There is no ammo for melee weapons either, so it's nearly useless. The only time it could be useful is between the waves of enemies, where it might replenish some of your health. The defending team can mvoe freely around the area while the blus have to keep pushing the cart in order to advance. Of course, they can scatter during the wave and then return to heal and push, but...still.
[QUOTE=zombojoe;27219889]Why does the Demoman have a stick grenade?[/QUOTE] too bad the stielhandgranate makes sense
I think tire tracks would work quite good and would fit in, especially compared to having tracks, and at least people would be better for people who are trying to set up defenses.
Well I love Medieval mode, and I love payload, so this will be a double amazing.
[QUOTE=Kermy;27186428]I agree also, perhaps a flag that slowly raises/lowers like Battlefields Conquest mode?[/QUOTE] I hope this will do! [media]http://www.youtube.com/watch?v=1VmerC7OLVw[/media] I guess this helps give some long range readability to weather or not the point is captured.
Looks so awesome, valve should add that to cp_degrootkeep
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