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VCTF-Aero [Beta][Pics][Updated!]

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    VCTF-Aero [Beta][Pics][Updated!]

    Name: VCTF-Aero
    Version: Alpha, no release yet
    Compatibility: PC + Titan Pack
    Description: Muteny has been detected in the hidden desert airbase. your mission is to regain control of the ships while defending them from possible airstrikes.
    Comments: Small map with lot's of visual FX. This will be my second map. The fps problems you see on the pictures have been resolved. However, lower end systems will not get the same detail as high end systems.
    Screenshots:
    [shot]http://i40.tinypic.com/29f8rjs.jpg[/shot][shot]http://i40.tinypic.com/2m3hi4x.jpg[/shot]
    [shot]http://i43.tinypic.com/2kg4yt.jpg[/shot][shot]http://i41.tinypic.com/35ktxrt.jpg[/shot]

    [shot]http://i44.tinypic.com/etei2p.jpg[/shot][shot]http://i39.tinypic.com/30didk2.jpg[/shot]
    [shot]http://i41.tinypic.com/2hqgwox.jpg[/shot][shot]http://i43.tinypic.com/209hsic.jpg[/shot]
    Credits: Hedsteem for Testing and hosting.
    Homepage: Hedsteem

    Download

    #2
    Quick explanation of map events. note that there isn't a download link up yet, so some information may be irrelevant.

    You start in a small airbase, there are 6 hangars that you can acces to get powerups. There are hellbenders to the side of the large H3D Hangar.
    After 5 minutes you'll be warned for an airstrike. Head towards the front of the middle ship(outside of it) and walk over the platform with the blue beams above it.

    You are now inside the same airships you previously saw, but this time in mid-air! You can shoot the control pannels near the energybridges to disable them. 7 and a half minute later you will be in space. another 7 minutes later you will be going through hyperspace, to reach the final destination 5 minutes later... The moon.

    Comment


      #3
      sound like a cool map

      Comment


        #4
        And you restart the cycle when landing in another planet before the moon explodes?

        Comment


          #5
          Nah, not enough time ingame for that. doubt anyone will play one map for longer than 25 minutes withouth overtime

          Comment


            #6
            Protect your airship from airstrikes... this means there will be some random explosions inside/outside?

            Comment


              #7
              There is one airstrike in the 5th minute, if optimizing goes well there may be more

              Comment


                #8
                Well, many buttons and traps could fit perfectly in this map (expulsion chamber of WAR-RockPaperSpaceCruise comes to my mind).
                And do ships always conserve their relative position between them (are a static part of the scenaario) or does it change?

                Definitively, I'm waiting for a release.

                Comment


                  #9
                  Some ships move, not all, it would be too cpu intense if everything moved. First beta release is up: http://www.filefront.com/15590895/VCTF-Aero_B3_1.zip

                  Note that your detail mode will influence the visual FX you'll get. On low detail for instance you won't see the exhausts of the spaceships

                  edit: noticing some collision bugs

                  Comment


                    #10
                    Great athmosphere. If playing with Vehicle Set Replacement mutator with "randomize per factory" enabled, vehicle spawns will randomize every time environment changes. WoW.

                    Yep, some collision issues on the planet's cliff. You can be trapped behind boxes: Terrain would need better-res textures.
                    As for air, great effect. I would allow vehicles to fly higher, since dropping a bomb with an albatros is kinda complicated at low height. Try to place collision blocks on every airship so, alyhough you can't reach tem (sdomething I dislike) projectiles don't "traspass" them. Also, disabling fog indoors?
                    In space phase I would put lower gravity.
                    In hyperspace... EMP nature storms that randomly shut down energy bridges and/or all vehicles? Yeah, that would rock.
                    And sorry, but I haven't reached the moon yet, but here a suggestion: Since every phase is meant to offer different gameplay, what about swithcing them every time a flag is taken to the base? This way, youmake sure plaers don't just wait defending until they most skilled phase arrives.

                    Comment


                      #11
                      Yeah, collission bugs should be fixed on next version, same for the texture quality in the bases. The stallz on air phase is that low because if you'd go higher you'd see more meshes and that would eat up framerates. Inside fog? wouldn't know how to remove it inside and still make it look right, besides, when there aren't any windows or doors you get fog inside as well.

                      Low-grav would mean you could get to the other base in one jump on spacephase.

                      The Hyperspacephase, i'm not sure what effects i'll add there. but yeah, making the energy bridges flakey is an option.

                      The different phases won't really have different gameplay, because that would make things overcomplicated for players. But there will be different events that contribute to the atmosphere. Players waiting for their favourite phase will be part of the tactics, like the storms in sandstorm.

                      Comment


                        #12
                        new version up!

                        http://www.filefront.com/15599825/VCTF-AeroB4.zip

                        Comment


                          #13
                          Ok, new idea for bridges: since they can be shuted down any time with button/pannel you said, what if Hyperspace "Electrizises" them?

                          Comment


                            #14
                            I don't think i'll change that much from now on, the energy bridges fall out randomly during hyperspace already, more action would lead to players saying:"what the heck killed me this time???". Only gameplay testing left i think.

                            Comment


                              #15
                              Looks like a interesting map I'll check it out later.

                              Comment

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