well in that case.. wtf is the foruner thingy for. were is it gonna go? make sure there is a reason to gointo that building or else its gonna be uselesss.
Gameplay looks horrible already. Needs to be a tunnel between the forerunner structure and red base, and make the paths less confined. Also, check out my gameplay guide:
http://www.h2ek.com/wiki/index.php?t...Gameplay_Guide
I was looking for something like that. Just comments on the concept and how you think the gameplay would play out.
Anyway, the Forerunner Thingy is pretty much there to keep snipers from spawn camping the Reds.
Though a tunnel there isn't a bad idea, maybe I can make the interior lead underground into a cave that comes out by red base.
Last edited by Jay2645; September 22nd, 2007 at 01:11 PM.
Red base is too secluded back there. It actually needs to be assaultable. The whole left and lower portions of the map are just long boring paths. Just straight narrow paths from A to B. There's a huge lack of visibilty in the map, meaning the combat will be diluted. Also, is the layout just two-dimensional? Is the ground flat or is there a lot of hills and vertical combat? A flat level isn't that interesting. What purpose does that path in the center serve anyway? It seems rather pointless.
1. I moved the Red Base up to make things more interesting, don't worry.
2. I'm going to throw in some trees and shrubbery to mix it up a bit, change the layout and strategies you would normally use.
3. I'm trying to NOT make the map spawn camping heaven, but still be able to snipe if you are a pretty good shot.
4. There are plenty of hills and such, mad dashes through areas clear of trees, not to mention a pretty good Warthog part.
5. The caves are unaccessible to Warthogs, so they have to run the vehicle part, the main part of the map. That part CAN be done reasonably fast on foot, however.
I seem to be talking like I have the model finished; I have the skeleton working in Max, it CAN go ingame, since I have the basic map's model finished, but not smoothed or H2V quality yet.
I am also working on a special script that varies the map depending on a number of factors, such as what gametype it is.
For instance, if you play Slayer, the weapons spawn in a different place, the scenery is layed out differently, and it changes the gametype dramatically from, say CTF.
KOTH might have a giant area devoid of trees where the hill is, making the hill very dangerous.
To begin it, you would have to have devmode on and type in the console "wake CTF" or something.
Last edited by Jay2645; September 23rd, 2007 at 01:58 AM.
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