[WIP] - Siege (pics inside)
Posted: Thu Sep 16, 2004 9:03 am
I've been working on this map for about 3 months now and it's nearing completion. The geometry and texturing is about 90% complete, then it's just the usual matter of placing scenery, sounds and portalling; it shouldn't take too long.
The map is about 30% larger the Blood Gulch and has two very different bases at opposite ends. The first is a large castle with ramparts and two corner turrets. Outside the entrance there is a bridge crossing over the moat which runs past the castle. The water for the moat is sourced from a waterfall that is situated nearby. The moat expands into a large flowing river after passing by the castle and disappears down a sinkhole underneath the far edge of the cliffs.
The second base is roughly the same size as the castle, but has three floors and is entirely made of metal. The ground floor houses two open sided garages and the flag room. The first floor is a long corridor that has a thin viewport which runs the length of the base. The second floor is merely the top of the base, but it has two corner turrets to match the castle.
Although the bases are completely different, neither of them holds an overall advantage over the other. The key to this map will be learning the strengths and weaknesses of both designs and exploiting them in a team co-ordinated manner.
The map also features:
- A large central ridge, preventing a clear line of sight from one base to the other
- An underground cavern complete with tunnel entrances, stalctites, stalgmites, a small underground pool and a huge crystal geode that emits light
- Cliffs, gulleys, a swamp/lake, a canyon, a huge rock arch and several 'emergency spots' where you can dive for cover
- 11 new textures with their appropriate bump maps (maybe more to come)
- Secondary fire for the turrets
- New sky
- New sounds (if I can get them working)
Here's the first batch of many screenshots I'll be posting over the next week or so. This is taken in front of the castle and shows off the nice new textures and bump maps.
Here's a pic of the huge stone skull above the castle entrance:
And one of the second base. Note that the lighting is only basic, since I've not yet done a full radiosity quality 1 render yet.
Another showing the inside of the ground floor of the base:
Here's a picture of the inside of the cave. There will be more rocks and stuff placed when I come to doing the scenery placement, so it won't look so sparse in the final version.

This is the huge crystal geode in the cave. This thing has a ridiculous amount of specular effects on it. It also pulses with light and shines on the surrounding rocks. Unfortunately you can only see that when it's moving; this pic doesn't do it justice really.

This is the stone arch which is placed at one of the corners of the map. This thing is massive, but it's not just for nice scenery, it can be used very tactically too. The hill which it's on provides a good sniping spot and because it's so long you can traverse a good portion of the map undetected if you want. It also leads almost directly into the swamp/lake, so people on foot can sneak around very easily on this side of the map.
Note that I'm still using the Timberland sky. This will change.

Also, I'm having an odd problem with the waterfall, if anyone can help out, the thread about it is here:
http://gbxforums.gearboxsoftware.com/showflat.php?Cat=&Number=339878&page=2&view=collapsed&sb=5&o=&fpart=1#339878
IMPORTANT: Beta testing will be done only by my local LAN group
The map is about 30% larger the Blood Gulch and has two very different bases at opposite ends. The first is a large castle with ramparts and two corner turrets. Outside the entrance there is a bridge crossing over the moat which runs past the castle. The water for the moat is sourced from a waterfall that is situated nearby. The moat expands into a large flowing river after passing by the castle and disappears down a sinkhole underneath the far edge of the cliffs.
The second base is roughly the same size as the castle, but has three floors and is entirely made of metal. The ground floor houses two open sided garages and the flag room. The first floor is a long corridor that has a thin viewport which runs the length of the base. The second floor is merely the top of the base, but it has two corner turrets to match the castle.
Although the bases are completely different, neither of them holds an overall advantage over the other. The key to this map will be learning the strengths and weaknesses of both designs and exploiting them in a team co-ordinated manner.
The map also features:
- A large central ridge, preventing a clear line of sight from one base to the other
- An underground cavern complete with tunnel entrances, stalctites, stalgmites, a small underground pool and a huge crystal geode that emits light
- Cliffs, gulleys, a swamp/lake, a canyon, a huge rock arch and several 'emergency spots' where you can dive for cover
- 11 new textures with their appropriate bump maps (maybe more to come)
- Secondary fire for the turrets
- New sky
- New sounds (if I can get them working)
Here's the first batch of many screenshots I'll be posting over the next week or so. This is taken in front of the castle and shows off the nice new textures and bump maps.

Here's a pic of the huge stone skull above the castle entrance:

And one of the second base. Note that the lighting is only basic, since I've not yet done a full radiosity quality 1 render yet.

Another showing the inside of the ground floor of the base:

Here's a picture of the inside of the cave. There will be more rocks and stuff placed when I come to doing the scenery placement, so it won't look so sparse in the final version.

This is the huge crystal geode in the cave. This thing has a ridiculous amount of specular effects on it. It also pulses with light and shines on the surrounding rocks. Unfortunately you can only see that when it's moving; this pic doesn't do it justice really.

This is the stone arch which is placed at one of the corners of the map. This thing is massive, but it's not just for nice scenery, it can be used very tactically too. The hill which it's on provides a good sniping spot and because it's so long you can traverse a good portion of the map undetected if you want. It also leads almost directly into the swamp/lake, so people on foot can sneak around very easily on this side of the map.
Note that I'm still using the Timberland sky. This will change.

Also, I'm having an odd problem with the waterfall, if anyone can help out, the thread about it is here:
http://gbxforums.gearboxsoftware.com/showflat.php?Cat=&Number=339878&page=2&view=collapsed&sb=5&o=&fpart=1#339878
IMPORTANT: Beta testing will be done only by my local LAN group