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bank raid alpha 1

Posted: January 25th, 2005, 17:31
by Dr. kitteny berk
urgh, this has taken far, far too long..

i've mostly got the hang of the basics of hammer, so i present alpha 1-ish of the bank raid mentioned in the mapping thread.

not got much detail or texture work done yet, treat this as a concept/ shell of
a map.

meh, it's here if anyone wants a poke about.


feedback greatly appreciated, and yes, i know it's frigging empty and the textures suck ;)


EDIT: map being updated a lot, see most recent posts for changelogs/ stuffs.

Posted: January 25th, 2005, 17:45
by deject
I will test it out tonight!

Posted: January 25th, 2005, 17:47
by Dr. kitteny berk
cheers :D

the hossies and shit should work, but who fecking knows :D

this is good

Posted: January 25th, 2005, 18:11
by viper_2090
hey nice!

there's some crazy stuff going on at the top for me, is that because there is no skybox in at the moment?

Also when you take the hostages from the vault up, they seem to struggle a bit getting through that doorframe by the bulletproof glass... they also do a crazy jump thing, which looks quite funny

All in all, VERY good though!! Can't wait for you to decorate and furnish!

Posted: January 25th, 2005, 18:57
by Dr. kitteny berk
cheers :D

yeah. i'd put any sky oddness down to the lack of anything there as yet.


and as far as the bots go, thanks, i'd noticed it but wasn't sure if it was just an oddness, have a feeling i know what causes it though

Posted: January 25th, 2005, 19:01
by Nickface
Must check this out when I get home!

Damn me for being at school!

Posted: January 25th, 2005, 19:18
by Dr. kitteny berk
huzzah! i seem to have sorted the hossie error now, they're a little thick still but can get through the door :D


just uploaded a fixed version (same url as first post)

edit: also just added a skybox, looks a little sexier now

wooo

Posted: January 25th, 2005, 21:14
by viper_2090
sexy sky!

yeah thats better with the hostages, and another armoured vehicle too i notice!

didn't see that ladder last time... are you gonna put a hole in the top of the bank to drop in through? i recon you could make a thinner bit of upstairs that wraps around the wall, and then also along the main entrance wall. the skylight could be over there to avoid being too close to hostages


just a though though!

Posted: January 25th, 2005, 22:22
by mrbobbins
Just had a little go on it with some bots, seems to work well!!.

Maybe the upstairs hostages should be in one of the back rooms , and is the glass going to be bulletproof and more transparent in the cashier bit?

Gman as bank dead manager = genius!

Quality work!!

(needs barrels :wink: )

Posted: January 25th, 2005, 22:42
by viper_2090
mrbobbins wrote: (needs barrels :wink: )
oooh yes, how could i not notice the lack of barrels?!

any less than 30 is a crime!

Posted: January 26th, 2005, 2:52
by Dr. kitteny berk
mrbobbins wrote: Maybe the upstairs hostages should be in one of the back rooms , and is the glass going to be bulletproof and more transparent in the cashier bit?

yeah, the hostages are just there for now until the rooms are more decorated.


all of the glass so far is just placeholder/concept more than anything,

the glass for the tellers will probably be bulletproof but have holes in it for money dealings etc, should give the terrorists somewhere to hide and snipe from :)

Re: wooo

Posted: January 26th, 2005, 3:02
by Dr. kitteny berk
viper_2090 wrote:sexy sky!
yeah thats better with the hostages, and another armoured vehicle too i notice!

didn't see that ladder last time... are you gonna put a hole in the top of the bank to drop in through? i recon you could make a thinner bit of upstairs that wraps around the wall, and then also along the main entrance wall. the skylight could be over there to avoid being too close to hostages

it's funny, those APCs were some of the first things i put in, just got lots for a few of the release compiles :?

as far as the bank goes, i'm not sure what's gonna happen yet, the 2 holes in the side walls will be fire exits (possibly with roof access) and doors that only open from the inside,


problem is that i'm trying to make it less of a direct rush at each other and enforce some level of tactical play at least ;)

Posted: January 26th, 2005, 3:59
by deject
tactics? we don't need no tactics!




*goes full auto with AK-47*






*gets shot by the autosniper*

Posted: January 26th, 2005, 8:11
by Dr. kitteny berk
huzzah! that's sorta the idea, you *could* run out and fire randomly, or you could play tactically, either way, it might end up a pretty balanced map.

hopefully.


edit: now with added GLASS, a'la office.

Posted: January 27th, 2005, 18:59
by Dr. kitteny berk
lots of changes!

windows
doors
lighting
few little changes to stuffs
some textures added
bleh

oooh

Posted: January 27th, 2005, 19:12
by viper_2090
i like this lots more now :D

i see how you've made the glass round the top bit into sections, but when you shoot it the whole lot cracks at the same time - i'd imagine you already know this though!

and that addition of the cubby hole on the way to the bank is a good idea!

oh and i also like the slidey doors

Posted: January 27th, 2005, 19:15
by Dr. kitteny berk
hehe, thanks :D

The sections in the glass are where the texture joins onto itself (otherwise when it breaks, the fragments would be too big and look shite)


i'll probably add some uprights or just section the glass so it breaks in 6' sections.

Posted: January 27th, 2005, 19:18
by Nickface
I know this probably gets near the realm of "going overboard" or whatnot, but what about sewer access? Have a manhole in the street and a little tunnel with cover points so that's another way in.


Or rather than having a skylight in top of the bank where people just drop down, how about access to some vents? That way they can drop down in several locations, but still run the risk of getting shot through the sides of the vent shafts.

Just tossing up some ideas, and if you want some help in the level design, I'm willing to give it a stab. ;)

Posted: January 27th, 2005, 19:23
by Dr. kitteny berk
as yet i'm not sure about the next (if there is one) access point

i don't think a skylight will fit the feeling of the level, a vent of some sort will feel a little too much like assault (which i'm trying to avoid)

i think to 2 fire exits will be enterable, either that or just a trapdoor onto the roof.



unsure about a sewer, but i'll look at it, perhaps stick one in for testing.

Posted: January 27th, 2005, 19:44
by viper_2090
Nickface wrote:I know this probably gets near the realm of "going overboard" or whatnot, but what about sewer access? Have a manhole in the street and a little tunnel with cover points so that's another way in.
i do like this sewer idea, i think it could be good to add another dimension, too keep the terrorists on their toes!