View Full Version : 4way intensifies: ClarionIV
Higor
03-06-2014, 07:24 PM
Building a map, will probably take suggestions as I progress.
Far view, sky tone not yet added.
As you can see, flying to the sides will be possible, but not below so goodbye to helicopter nukers.
https://dl.dropboxusercontent.com/u/58384316/UT99/Shots/Unrealed/Clarion_2.jpg
I'll update the post as things get added.
terminator
03-06-2014, 07:44 PM
Open map. Won't lead to massive spam. (THUMBS UP). Fully support it and curious to see how it's gonna look like in the end. Curious about mid spawn items though and maybe adding bridges that would go on X somehow..that red can reach blue and yellow can reach green? (i didn't think how hard would it be implementing but asking if it's possible)
Chamberly
03-06-2014, 07:59 PM
The bottom tunnels to be shorter pathway to the neighbor colors. Up high, more than 2 connections on the bridge, like an X in the middle but it doesn't touch the high lands but can dodge onto the lower path. Random idea.
Have the lava to flow up some time, squirt some lava and burn someone in the mid. Mortars? Hehehe.
Back of the wall, lava zone lol.
The walls on the outside to have flag colors to indicate which base you see.
Different housing textures/colors?
Err that's all I can think of.
Shotman
03-06-2014, 10:19 PM
The bottom tunnels to be shorter pathway to the neighbor colors. Up high, more than 2 connections on the bridge, like an X in the middle but it doesn't touch the high lands but can dodge onto the lower path. Random idea.
Have the lava to flow up some time, squirt some lava and burn someone in the mid. Mortars? Hehehe.
Back of the wall, lava zone lol.
The walls on the outside to have flag colors to indicate which base you see.
Different housing textures/colors?
Err that's all I can think of.
I was thinking the same thing on the fire balls for the mid maybe can be a challenge to get mid spawn. For seeing what base you are in you can just put the team logo outside.
ZodiaK
03-06-2014, 11:01 PM
Better than 4way Niven.
Higor
05-09-2014, 01:29 PM
Discarding the different housing per color idea, making the supplier house was already a headache.
Do dig having different textures on them.
The core hut.
A bit smaller and super thin walls to keep spacing inside... sure, now you HAVE to build at least one SP to protect against incoming teleporters.
https://dl.dropboxusercontent.com/u/58384316/UT99/Shots/Unrealed/C4Core.jpg
Novak
05-09-2014, 10:35 PM
Hopefully this map architecture won't result in major lag like in Downtownbeta which I believe is why it is not played anymore to my knowledge (have played it maybe once in the last 3 months).
|uK|kenneth
05-10-2014, 08:05 AM
Downtownbeta
lols played it only once or twice.
|uK|B|aZe//.
05-10-2014, 11:51 AM
it aint lag its fps drop get it right please
NOOB!
Novak
05-10-2014, 12:00 PM
Yeah...that.
Downtown was played a ton when it was first added like any new map.
I would still vote it if not for the fps issue. Is the same issue the case now with BadNeighborsUltimate? Ever since the server map reload when everything was lost, that map has huge lag or low fps, possibly same issue as Downtown. It never gets voted anymore, either.
|uK|kenneth
05-10-2014, 12:35 PM
simplex best map ever 99% win rate!
Higor
08-04-2014, 07:51 PM
Update time.
The supplier house, buildings are 'almost' safe in it.
A properly built SB won't be leeched as much.
https://dl.dropboxusercontent.com/u/58384316/UT99/Shots/Unrealed/C4P1.jpg
https://dl.dropboxusercontent.com/u/58384316/UT99/Shots/Unrealed/C4P2.jpg
https://dl.dropboxusercontent.com/u/58384316/UT99/Shots/Unrealed/C4P3.jpg
And a small view on the front wall.
https://dl.dropboxusercontent.com/u/58384316/UT99/Shots/Unrealed/C4P4.jpg
Looking good so far, Higor.
4.2.3