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Ausman
2005-07-14, 06:54
Finally the day has come to release a final of this damned thing of a map. Its taken 18 months too long but the learning curve has been hugh.

Download it here at http://www.pcgamemods.com/14223/
For more map information, screenshots and concept shots go to here at http://rowan.esiteconnect.com/wolf/

==problems fixed==
1. Some subways have been remove to make layout more straightforward

==new things included==
1. Escalators now are animated
2. Subways have been more tuberised
3. Signs added in subways so people have a better idea of where they're going
4. Wall posters added, posters from poster pack at www.wolfensteinx.com/Surface/files.html
5. tyre track decals added to city streets
6. more detail in the subways
7. ground train signals changed to lever style
8. Last man standing script now included
9. target locations added
10. Other bits and pieces

==Screenshots==
(pictures may not appear during midnight GMT + 10 while server is performing maintenance)
http://rowan.esiteconnect.com/wolf/subway/images/shot07_s.jpg (http://rowan.esiteconnect.com/wolf/subway/images/shot07.jpg)http://rowan.esiteconnect.com/wolf/subway/images/shot03_s.jpg (http://rowan.esiteconnect.com/wolf/subway/images/shot03.jpg)http://rowan.esiteconnect.com/wolf/subway/images/shot06_s.jpg (http://rowan.esiteconnect.com/wolf/subway/images/shot06.jpg)http://rowan.esiteconnect.com/wolf/subway/images/shot05_s.jpg (http://rowan.esiteconnect.com/wolf/subway/images/shot05.jpg)http://rowan.esiteconnect.com/wolf/subway/images/shot10_s.jpg (http://rowan.esiteconnect.com/wolf/subway/images/shot10.jpg)http://rowan.esiteconnect.com/wolf/subway/images/shot13_s.jpg (http://rowan.esiteconnect.com/wolf/subway/images/shot13.jpg)
more screenshots here at http://rowan.esiteconnect.com/wolf/

Detoeni
2005-07-14, 11:15
Congratulation on finishing it!

WeblionX
2005-07-14, 17:26
I wish I had my train level finished first. Oh well, I learned about tags too late for that (Not to mention the scripting system changed from RTCW, where I first built it).

Congratulations on the release, though, don't let me bring you down. :D

Detoeni
2005-08-06, 10:21
Ausman, have you had many problems with folks getting gibbed by the trains online?

I'v been looking at my own map and worring about that as my train is very fast, small and the track tight and twisty. Although body parts spread to the four corners is funny, its not quite what Im after.

PS. nice banner.

honnor
2005-08-06, 13:41
nice map, verry nice map

Ausman
2005-08-07, 02:02
When I've played it online i'm always seeing a few players get crushed, but that was my whole I idea, if the player wants to walk through the subways they should expect to put their life at risk, and to help this in the final I purposely moved in the walls in further so players couldn't get around the trains.
Because of the fast moving looping trains they are a bit buggy since if you stand in the front drivers area, then when moving jump, you will go trhough the wall separator in to the main area of the carriage. Other issues are throwing grenades onto the floor, sometimes they will just disappear, but I've never had problems with players being crushed when inside the trains. I hope that helps you out.

zenith-ply
2006-01-02, 05:36
Quite a large map. The attention to infrastructure basics is definately there. It'd be hard getting all the vital components to bare minimum on a photo-op feild trip, so its a good break down. The trains are supersonic imo. I don't know if I would keep them that fast, or deny gibbing or some sort of damage from the hits but perhapse it is a gameplay issue to keep things smooth. The textures on the inner tunnels are well done. I think it is perhapse my favourite because the lighting seems most realistic. It was a huge project as I can see, esp from a mapping standpoint and I think some areas were more detailed than others. The areas above ground seem a bit simplistic in the texturing dept, either due to some ambient lighting? or just the absence of shadows it seems. I wonder how a darker sky, even a sunset type of skybox would change things. The only issues I had was a strange clipping issue with the 2nd set of dynamyte (coulnd't pick it up) and a mysterious command post flag near the exit truck above ground where there was no constructible in sight. If I'm wrong on these, I'm either not following the sequence right or I have a beta by accident. If anyone didn't have these problems, I'll have to recheck what I am doing or redownload the file. I'm impressed this was done on a PIII! I still have my coppermine chip and cuvx mb in a box somewhere. I loved that rig. The compile times must have been increadibly long! Another good thing I want to mention about the map is how the long tunnels add to the interesting tactical and logistic elements. The long runs allow a longer time to line up a shot on approach. It adds to make it a different sort of combat with long range standoffs other than the regular room to room battles of some mp maps. This is all just a basic take on it from a players view.