Re: [Map] Eyl Somalia (A pirate influenced map)
Posted: 2009-12-07 04:05
guessing will get you no where
I think I covered that in the brief
As far as some of the other question involving the OPFOR getting around the plan is to include a few more wooden type boats and transpo boats (all which haven't been completed). In face like most maps I plan on creating a reward system for assets (still haven't nailed anything down yet)
The new enterable cargoship is coming along (which is the main static in this map) but I still have some major interior modeling and texturing passes to do. I took a quick run around it and I think it will be fun. Allot of little passages and u-turns it will be a good CQB enviroment. As far as questions about spawning on the ships and the "too hard to take" PR is slowly moving away from flag spawn.
There is allot to work out and if needed new gameplay modes to talk about with in the team. All requiring allot of work so the first version released may not be the final.

Anyways a little look (cut in half) at what I've been working on, not complete just a little WIP from a few weeks ago. Still allot of big rooms that need to be cut down a bit but for now its about placing and more important poly limits.
Hopefully this will bring allot of heli gameplay. I've flown around the map with the blackhawks and even those beasts were able to touch down. And with the modular setup I have it should create just enought blind spots for tach-insertions. While the pics shows a jet its only wishful thinking right now. Depending on who, what, and where I can add stuff will all be done later.hiberNative wrote:i would want to fly the heli on this map and tac-drop people on the ships <3
As far as some of the other question involving the OPFOR getting around the plan is to include a few more wooden type boats and transpo boats (all which haven't been completed). In face like most maps I plan on creating a reward system for assets (still haven't nailed anything down yet)
The new enterable cargoship is coming along (which is the main static in this map) but I still have some major interior modeling and texturing passes to do. I took a quick run around it and I think it will be fun. Allot of little passages and u-turns it will be a good CQB enviroment. As far as questions about spawning on the ships and the "too hard to take" PR is slowly moving away from flag spawn.
There is allot to work out and if needed new gameplay modes to talk about with in the team. All requiring allot of work so the first version released may not be the final.

Anyways a little look (cut in half) at what I've been working on, not complete just a little WIP from a few weeks ago. Still allot of big rooms that need to be cut down a bit but for now its about placing and more important poly limits.