Home Sweet Home
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Home Sweet Home
Well, I've finally got the "Home Sweet Home" map to a point where I'm ready to share with everyone. I'm in the process of trying to get it hosted somewhere, but for now here is the map file and a few screenshots. It is designed as a Keep Away style map and includes references to such in the map file. If you wish to use it in a different manner, all "keepaway" references will need to be removed from the map file. If you want to keep it as Keep Away, you will need to change the map file to reference your particular plugin directory (containing the keepaway plugin, of course). There are also references to keepaway help files that would need to be adjusted to your particulars.
Also, I have the textures packaged and available for anyone wishing them - just send me a pm with your email address and I'll send them to you if you want. You'll need to adjust the map file to reference the correct texture URL locations.
Also, I have the textures packaged and available for anyone wishing them - just send me a pm with your email address and I'll send them to you if you want. You'll need to adjust the map file to reference the correct texture URL locations.
- Attachments
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- HomeSweetHomeR3.zip
- Home Sweet Home Map R3
- (350.42 KiB) Downloaded 309 times
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- HSH4.jpg
- Screenshot
- (53 KiB) Downloaded 188 times
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- HSH3.jpg
- Screenshot
- (64.06 KiB) Downloaded 187 times
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- HSH1.jpg
- Screenshot
- (47.57 KiB) Downloaded 217 times
Last edited by LouMan on Fri Apr 20, 2007 1:49 am, edited 4 times in total.
- A Vicious Muffin
- Private First Class
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- Joined: Sat Aug 26, 2006 12:25 am
- Location: Drury Lane
h3_logger wrote:LOUMAN THIS IS THE BEST MAP EVER MADE I HAD SO MUCH FUN ON IT TODAY GREAT JOB!!!!!!!!
Dude. Cut the caps, and try to speak in real, non AOL english.
LouMan:
I like it, but, hmm, I think it would be better as an FFA.
Also, I found it hard to get around in the map (although I only played for 15 min), because the radar was basically all black. (From the different levels) I don't know if you can fix this, but it sure would be nice.
Another thing, maybe outside on the "lawn" put a few (more) rocks, or shrubs?
- Win
- ducatiwannabe
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- Green Manalishi
- Private First Class
- Posts: 594
- Joined: Thu Nov 18, 2004 5:54 pm
- Location: Effingham
first, thanks a lot for another fascinating, beautiful map!.. even though i like the keep away mod, i also couldn't help thinking if ffa would be more suitable for this map. maybe because it was the first day, most people including me seemed to be more interested in discovering the house and shooting whoever of the opposite team crosses the path, rather than going for the flag type to be kept.. i'm also wondering how this would be as a no-radar map. no-radar ffa. hmm don't know.. if it's technically possible, i would also like to see a few more things in the garden, simple things like rocks, a few additional trees.. another thing, can wg have more shots? because of the momentum effect wg is half-handicapped anyway.. yet another thing, if the water in the pool was not deadly, there could be a few fights in and around the pool and it would be cool.
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
I have updated the map file in the original post with revision 1 of the map. I fixed the upstairs bathtub issue (I originally did a copy, paste, paste with the model instead of a copy, paste - doh!). I will take all suggestions and see what I can do, but I probably will not add any more objects to the map at this time. If I try to add to much, it will likely drive down framerate for the map.
- optic delusion
- Special Forces
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Textures
Louman, I plan on stealing several of your textures for a pinbal map I've been working on, do you have any objections to that?
I find floor textures to be very hard to come up with anything that works.
I find floor textures to be very hard to come up with anything that works.
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
- that exploding tank
- Private First Class
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- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
There is smoothing on the toilets - unfortunately the 'real' texture of porcelain does not have that many contrasts in it. I tried to add a little texturing contrast to them, without making them look totally unrealistic.
Win Wp: regarding your radar - try it in 'enhanced' mode, it looks a little better.
Win Wp: regarding your radar - try it in 'enhanced' mode, it looks a little better.
- Green Manalishi
- Private First Class
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- Location: Effingham
I suppose we could have a plugin that figures out the flag holder's position and fires a shockwave way above the house, at their X-Y coordinates, so we can see on the radar.Green Manalishi wrote:if you pay attention to your tank's size, you figure out where you are (like smallest in the basement). i'm playing this map like no tomorrow. keep away is great fun too. if only there was a way to highlight the flag-holder like the rabbit on rabbit-hunt, but oh well..
- Green Manalishi
- Private First Class
- Posts: 594
- Joined: Thu Nov 18, 2004 5:54 pm
- Location: Effingham
interesting idea, but that would only help at the start. you wanna follow where he goes too.TangenT wrote: I suppose we could have a plugin that figures out the flag holder's position and fires a shockwave way above the house, at their X-Y coordinates, so we can see on the radar.
me too. in the lack of auto-highlight it's a must if you care about keep away.donny_baker wrote: Well, it's not automatic, but i make extensive use of hunt ("u") on the map...
Yeah, but couldn't you have one go off every 5 or 10 seconds above the carrier? You can look up player positions, IIRC.Green Manalishi wrote:interesting idea, but that would only help at the start. you wanna follow where he goes too.TangenT wrote: I suppose we could have a plugin that figures out the flag holder's position and fires a shockwave way above the house, at their X-Y coordinates, so we can see on the radar.
me too. in the lack of auto-highlight it's a must if you care about keep away.donny_baker wrote: Well, it's not automatic, but i make extensive use of hunt ("u") on the map...
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
I updated map to Revision 3 in original post due to a few comments I saw/received:
1) Opened master bedroom door slightly (couldn't get behind it before and flags may have spawned there).
2) Fixed master bedroom roof above window (had an unintentional trap if flying up there with WG).
3) Raised teleporter under desktop to block access behind it.
1) Opened master bedroom door slightly (couldn't get behind it before and flags may have spawned there).
2) Fixed master bedroom roof above window (had an unintentional trap if flying up there with WG).
3) Raised teleporter under desktop to block access behind it.