[BETA 0] CP_Cayenne_Mountain

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Ian_Suffix
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[BETA 0] CP_Cayenne_Mountain

Post by Ian_Suffix » Fri Jun 11, 2010 1:01 am

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH

Only two minutes until my 21st birthday ends, and my big plan has almost fallen flat on its face. ONLY ONE MINUTE NOW POST POST POST

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So, as I was saying, this is my birthday present to all of you! A preview of my new CP map, Cayenne Mountain [Complex]. It's still very much in progress, but it's almost into beta. I was hoping to finish a beta before today, but... With a full time job and such, such and such, such is life. Sucks.

Not in this preview is the magnificent MOVING final point. What could it be? What does it look like? You'll have to wait for the beta to find out! And for me to get the cubemaps working! Oh, and I'll donate 50 forum points to the one who identifies what 0014's geometry was based off of. There will be more pictures of that area to come, and the reference is rather tough, so I don't expect to be givin' them away any time soon.
Last edited by Ian_Suffix on Tue Jun 22, 2010 3:22 am, edited 4 times in total.

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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by MrBlah » Fri Jun 11, 2010 1:05 am

I wanna play :(
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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by Fraulein Arztin » Fri Jun 11, 2010 1:41 am

Let me play, too, in 10 days! hehe :P
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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by Boss Llama » Fri Jun 11, 2010 3:36 am

Very cool, Ian! Happy birthday, as well.

The thing 14 immediately reminds me of is the chamber of the Galactic Senate, from Star Wars. It's similar to the view looking down from one of the upper boxes.
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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by l3eeron » Fri Jun 11, 2010 3:47 am

:D


Screencaps are looking good. Hit me up with a release!

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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by Ian_Suffix » Fri Jun 11, 2010 11:39 am

Good guess, Alizée Fan! Looking at it again, I can definitely see that. But I'm afraid you'll have to wait for the next screenshot to make the true form appear.
I've gone back and edited that post so you can click on the images and see them in detail.

Beeron, everyone else: I may very well have beta one out in ten days (from now, not from yesterday). Depends on how much working I have to do next week.
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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by bullet4o1 » Fri Jun 11, 2010 12:46 pm

I can't wait to try it out! Looks good!
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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by TheCarpe » Fri Jun 11, 2010 12:54 pm

Looks purty :)
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Re: [ALPHA_4B] CP_Cayenne_Mountain

Post by Ian_Suffix » Tue Jun 22, 2010 1:37 am

Well, it's ready for testing, but it's not entirely complete-- so, I present to you, Beta Zero.

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This map changes color depending on who owns the point.
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The funicular activates on CP3's capture. It hasn't been assigned a sound for movement yet.
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Here's the scary Gravity Gun. I wanted to have the crackling electricity that this prop has in Nucleus, but the particle system for that only works in vertical.
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The control center RED gets to walk through when going to C or D.
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Another angle.
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The Gravity Gun device, twice! This angle will largely go unseen.

There's a couple more screenshots of that control center in here! The reference still stands undiscovered. Oh, and sorry about the wait today. I didn't have the heart to kick my brother off of Fallout 3.

EDIT: Things that need to be fixed or added: spotlights without point_spotlight at the end, C blast door missing (it USED to be working), potential color effect at end, control point sign(s) changing color

Oh yeah, I just remembered. Everyone, what would you say to a weird color effect occurring on BLU's victory? Too annoying? The idea is that it complements the lack of gravity, but it's not necessary.
Last edited by Ian_Suffix on Tue Jun 22, 2010 9:57 pm, edited 1 time in total.

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Re: [BETA 0] CP_Cayenne_Mountain

Post by !B a T m A n! » Tue Jun 22, 2010 4:04 pm

looks intense :O
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Re: [BETA 0] CP_Cayenne_Mountain

Post by l3eeron » Tue Jun 22, 2010 4:30 pm

I ran through it a couple times, looks like its a winner Ian, nice work. Let's play!

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Re: [BETA 0] CP_Cayenne_Mountain

Post by Ian_Suffix » Tue Jun 22, 2010 4:47 pm

Sure thing! I'm pestering StrontiumDog as we speak!

A couple things that can only be ironed out by playtesting: spawn times, point added times, and some more health/ammo locations. There are admittedly few locations for people to pick up health and ammunition.
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Re: [BETA 0] CP_Cayenne_Mountain

Post by l3eeron » Tue Jun 22, 2010 9:16 pm

BTW, I really like your choice of game mode...

The structure reminds me of my fav badwaterbasin, but CP.

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Re: [BETA 0] CP_Cayenne_Mountain

Post by Dog » Tue Jun 22, 2010 9:27 pm

It's on the events server/tv2 now
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Re: [BETA 0] CP_Cayenne_Mountain

Post by Ian_Suffix » Tue Jun 22, 2010 9:57 pm

Mmkay, now we need to get a time to test it. I'm all ears, Beeron. In the meantime, I'll hit up the Shoutbox to bring some attention to this dark corner of the board.

The place is very much indeed like Badwater. BLU moves, RED doesn't... but RED can recapture points to reduce the time necessary for victory. I feel that helping spread out RED forces will make the game a little more less swamped with RED units on the control points, and BLU has plenty of terrain advantages.
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