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New Map - Hostile Takeover *UPDATED*
Posted: Tue Jul 13, 2004 2:55 am
by fezzman
from the post on HaloME:
This map features a two-story office building. One team starts on the second floor and the other team starts outside, ground level. Nobody spawns on the first floor. You can shoot in/out of the various windows which is great for snipers.
Originally this map was supposed to be a hotel. After some testing I realized that too many rooms would make the game take too long. I think it turned out pretty good the way it is though. Suggestions are always welcome if you see something that would make this map better. No making fun of my uber cheezy fountain/pond.
This map supports slayer, ctf, and koth. Enable all vehicles to have three ghosts outside.
This map was made possible thanks to Vengence from NMP 1.1.
It is a patch for BG. I didn't upload the file here bacause of the new bandwith issues.
UPDATE - There was a bad spawn that was below the floor that I fixed. Sorry about that. I also moved one of the koth circles into the small office on the 1st floor.
http://halome.com/forum-files/viewtopic.php?p=2803#2803
Posted: Tue Jul 13, 2004 3:15 am
by jkjk
looks really nice. gj
Posted: Tue Jul 13, 2004 4:31 am
by Bassist-X
Wow what an uber cheesy fountain! j/k, pretty cool, I like the invasion idea, what about putting a flag on the roof or in a room so it'd be possible to do a single flag capture? Might make gameplay more interesting.
Posted: Tue Jul 13, 2004 4:48 am
by fezzman
Bassist-X wrote:Wow what an uber cheesy fountain! j/k, pretty cool, I like the invasion idea, what about putting a flag on the roof or in a room so it'd be possible to do a single flag capture? Might make gameplay more interesting.
There is a flag in the large room on the top floor...the other flag is in the cave outside. I originally planned to have access to the roof, with skylights, but decided to ditch it. Because of some blocks sticking out of the sides and back of the building a fire escape was no longer possible. In the future I may try two smaller buildings that have at least 3 sides available.
Gotta question about the leafy shrub that is in this map. I've got an idea for it but it will require me using over 100 of them. Will this cause lag problems? There is no coll model for it.
Posted: Tue Jul 13, 2004 5:59 am
by jkjk
they may dissappear
Posted: Tue Jul 13, 2004 6:10 am
by fezzman
jkjk wrote:they may dissappear
I guess there's only one way to find out.
I'd kind of like to lay them on their sides and use them for grass in certain areas around the edges. It would be kind of cool to have grenades and guns randomly spread around in the tall "grass".
EDIT:: Nevermind...didn't look right when I tested it.
Posted: Tue Jul 13, 2004 1:52 pm
by SkateUSD
the links not working?
Posted: Tue Jul 13, 2004 1:56 pm
by fezzman
SkateUSD wrote:the links not working?
The site
www.halome.com doesn't seem to be very stable. I've noticed that it has gone down a few times today...including now. Just try it again later.
Posted: Tue Jul 13, 2004 5:32 pm
by NinjaMaster
Awesome job fezzman!! My brother and I have been jumping out of the top floor windows and landing in ghosts. We did that alone for about an hour. Also nice job on the new speedball map. Its cool what you did with the rocket launcher. Keep up the nice work!
Posted: Wed Jul 14, 2004 4:29 am
by Bassist-X
I just really felt compelled after playing this mod a little bit to come back in here and express how impressed I really was with it. This is saying a lot because I generally almost always hate mods with building blocks as they just look so tacky, but this one is just wow, a very fine job indeed!
I also noticed a glitch that you'll wanna fix: One of the spawn points for the team that spawns on the ground outside the building is actually below the level and you end up walking around on normal blood gulch until you kill yourself. So just move that up about two feet and you'll be good!
Posted: Wed Jul 14, 2004 5:03 am
by fezzman
Bassist-X wrote:I just really felt compelled after playing this mod a little bit to come back in here and express how impressed I really was with it. This is saying a lot because I generally almost always hate mods with building blocks as they just look so tacky, but this one is just wow, a very fine job indeed!
I also noticed a glitch that you'll wanna fix: One of the spawn points for the team that spawns on the ground outside the building is actually below the level and you end up walking around on normal blood gulch until you kill yourself. So just move that up about two feet and you'll be good!
Wow, glad you like it. I was worried that people wouldn't like it so much for two reasons. 1. Because I confined the outside area with walls it doesn't look so much like a building. 2. It has a lot of open space. If only there was furniture.
I'll fix the bad spawn and will post a new ppf today. Thanks for pointing that out.
Posted: Wed Jul 14, 2004 7:33 am
by Stunna_X
this map def. has a nice layout, i have to agree with every one elses comments about ur mod. u should post it in the nmp section.
Posted: Wed Jul 14, 2004 7:39 am
by Bassist-X
Sure no problem, I agree furniture to some degree is much needed, I dunno if maybe a warthog would be better or not, perhaps maybe build a carport for them to spawn in? Just throwing some ideas out. What was your fern idea for anyway, a garden? I tried using over 100 ferns in my Vietnam mod and they started to disappear
Also what is with the darker color of the one building block on the face of the building in the upper right hand corner? Perhaps a smaller xorange platform could be used to build a table or something? Or reskin the floor inside the building with some snazzy red patteren carpet like in a hotel, anything to really start building some character that the level really exists. I'll keep trying to come up with some more ideas if you want... peace.
Posted: Wed Jul 14, 2004 7:39 am
by fezzman
Stunna_X wrote:this map def. has a nice layout, i have to agree with every one elses comments about ur mod. u should post it in the nmp section.
Thank you. I can't move this thread there and would hate to double post. According to UM's posting rules over there I would need to also have the thumbnail for the UI...which I don't yet know how to make.
Team NMP, or anybody else for that matter, is more than welcome to use this map in any way they see fit. Thanks again.
Posted: Wed Jul 14, 2004 7:40 am
by Bassist-X
Stunna_X wrote:this map def. has a nice layout, i have to agree with every one elses comments about ur mod. u should post it in the nmp section.
I'd say this is far more impressive than quite a few of the mods using building blocks that are featured in NMP, go for it!
Posted: Wed Jul 14, 2004 7:48 am
by fezzman
Bassist-X wrote:Sure no problem, I agree furniture to some degree is much needed, I dunno if maybe a warthog would be better or not, perhaps maybe build a carport for them to spawn in? Just throwing some ideas out. What was your fern idea for anyway, a garden? I tried using over 100 ferns in my Vietnam mod and they started to disappear
Also what is with the darker color of the one building block on the face of the building in the upper right hand corner? Perhaps a smaller xorange platform could be used to build a table or something? Or reskin the floor inside the building with some snazzy red patteren carpet like in a hotel, anything to really start building some character that the level really exists. I'll keep trying to come up with some more ideas if you want... peace.
I liked the ghosts simply because they fit through the front doors. You can have one parked by the elevator to make a quick getaway with the flag.
I tried the fern idea and decided to ditch it...didn't look right.
I've not yet tried to skin anything so feel free to try it if you want. The floor on the bottom comes part way outside of the front doors though. That might not look right it it were skinnned red. If anything I think skinning the rest of the outside block to look like grass would be great. I was going to build some desks and shelves with the glass (great size) but i didn't want to risk this level lagging.
Posted: Wed Jul 14, 2004 7:51 am
by Bassist-X
Grass for the ground would look good, and definately help make it look not quite so sterile. What about a few rocks here and there to add to the scenery / add cover / impede would be Laughy McBastard's from driving away with the flag so easily? Try the glasstop tables just to see if it would work, make a test version and just throw a bunch of glass in a few rooms unarranged (I'm talking a TON of glass, more than you would actually use to be certain) and then upload to your box just to see if it will lag, if it doesn't lag, go back and spend the time to make them look like tables! I'm betting it won't lag because of the fact that they'd be in an enclosed environment, you really see lag with lots of building blocks in wide open spaces.
Posted: Wed Jul 14, 2004 8:19 am
by fezzman
I thought about trying that. Maybe I'll give that a go tonight and see what happens. I originally didn't want any of the guns on the ground inside...rather on shelves and desks.
Has anybody played this game with more than 4 people or on more than one xbox yet? I want to know if it is lag free at this point before I go and screw it up.
Posted: Wed Jul 14, 2004 8:20 am
by (GT)Juggler
ill try it this sat with 8
Very nice design with the mod.
Posted: Wed Jul 14, 2004 8:33 am
by Bassist-X
fezzman wrote:I thought about trying that. Maybe I'll give that a go tonight and see what happens. I originally didn't want any of the guns on the ground inside...rather on shelves and desks.
Has anybody played this game with more than 4 people or on more than one xbox yet? I want to know if it is lag free at this point before I go and screw it up.
Awesome idea with them being on the furniture, I can try this with GT Juggler online too if you want. Just make backup copies of the file before you go messing with it so you have a point to return to if all goes for the worse.