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Re: [beta] dys_clovis (moth balled)

PostPosted: Sun Nov 28, 2010 2:17 pm
by kameroti
Announcing a ''new'' map for those interested, dys_clovis. This is a rethink of that pesky map that some loved and some hated: dys_spiral.

New is the world placement and top level of the map, remaining are the parts that people liked the most.

The biggest complaint I received for dys_spiral was its placement in a dirty bombed, abandoned city scape with radiation clicks and brownish fog. Now we have the outpost atop a corporate skyscraper, the inner spiral is now exposed with exterior detail.

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With something to look at outside, the reactor exhaust tubes have been made glass allowing the various teams to occasionally see each other as they drop and provide helpful hand signals to the opposing team!

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The data trunk has been replaced by the landing pad anchor arm. Note the updated and ''open'' final spawn for the Corps on the right. Also notice that flaw on the outpost wall to the left. I wonder if that can be exploited by the Punks...?

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A closer view of the new final spawn...

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And even a view from inside. Though not shown, this spawn has special defense options for would-be Punk spawn campers.

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Nothing changed here in the reactor room, I'm just still tickled by the steam on the window effect I originally developed for this final arena...

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I'm hoping to get a private server test before I make the first beta available. If you'd like to host that test, shoot me a reply!

I'd like to thank Termi and Feanix for the city scape items I stole, no I mean honored, deeply-deeply honored in my new map. (Please don't sue me!) :shock:

-- Kameroti
(''No, I'm not dead yet... I'm Just lingering...'')

Re: [beta] dys_clovis

PostPosted: Sun Nov 28, 2010 5:40 pm
by YoRu
feph's server could host a private testing for you.

msg me on steam if you would like to use our server

Re: [beta] dys_clovis

PostPosted: Mon Nov 29, 2010 12:26 am
by Pyroguy
The biggest complaint I received for dys_spiral was its placement in a dirty bombed, abandoned city scape with radiation clicks and brownish fog.
The radiation clicks and brownish fog were definitely annoying, but I kind of enjoyed the older setting. It doesn't look like you have addressed some of the bigger layout problems.

Re: [beta] dys_clovis

PostPosted: Mon Nov 29, 2010 3:02 am
by kameroti
... It doesn't look like you have addressed some of the bigger layout problems.
Like?

-- K

Re: [beta] dys_clovis

PostPosted: Tue Nov 30, 2010 5:31 am
by Smaug
I'll give it a look in a bit, from what I've heard this map sounds promising with some unique ideas, which makes a change from other 3rd party maps!

Re: [beta] dys_clovis

PostPosted: Thu Mar 10, 2011 5:58 pm
by Neon Girl
Progress?

Re: [beta] dys_clovis

PostPosted: Sun Mar 13, 2011 2:46 pm
by kameroti
While the map is substantially smaller, that is due to no longer trusting PakRat to determine what to put into the BSP file. The map data itself is a tad smaller, but apparently the new dystopia release needs more room, perhaps because of all of that map-path data that's externally added.

As a result some of the special effects, like sparks and explosions don't work on the map. Otherwise everything else seems to work as intended.

Soooooooo, I guess I have to cut-out a little bit more from the map to get those sparks and explosions to work again then it will be ready for the next release.

As for an estimate, I really don't have one as one of my best friends is in her final months of cancer and I'm dedicating my time to help her for the time being...

-- Kameroti
(''Reality sucks...'')

Re: [beta] dys_clovis (moth balled)

PostPosted: Fri Feb 03, 2012 5:25 pm
by kameroti
I'm officially mothballing this map. So much of it was designed around rotating elements and the Orange Box platform has problems with those. Rather than redesigning the map from scratch yet again, I'm just placing it on hold until a new version of dystopia comes out that doesn't suffer from the func_rotating issues...

-- Kameroti :cry: