Hey guys,
Thanks for the continuous checking of my blog, but I'm putting it to a rest now because it's pretty much work. However, I've already well underway in my next map, mp_radiation.
I'm going to make a thread about it and constantly updating it on the IWwiki forums instead of a whole blog.
A thanks to all interested though, you've been great.
http://www.infinityward.com/community/forum/index.php?topic=15536.0
Bye.
Saturday, February 9
Tuesday, February 5
Release of mp_carpark
I have released my map. Leave feedback everywhere because I'll be looking everywhere.
Released at: (when reviewed)
http://callofduty.filefront.com/
http://codutility.com/
http://modsonline.com/
Download at:
HERE
Released at: (when reviewed)
http://callofduty.filefront.com/
http://codutility.com/
http://modsonline.com/
Download at:
HERE
Monday, February 4
Info: Loadscreen and minimap work!
I had to load it with modwarfare, that's why it didn't work. Now this is completed, a few bug fixes and balancing things and it can be released!
Sunday, February 3
Info: 'Screenshots threads!'
This post can be found at every (large) CoD mapping forum;
CharlieOscarDelta Thread
InfinityWard Thread
CoDHQ Thread
IWNation Thread
ModsOnline Thread
CoDutility Thread
BFE:CoD Thread
FileFront Thread
Hi possible fans,
This is carcity, check in time is now, check out time is never.
We played SD Normal 2v2 beta-run and it turned out to be the best score ever.. 10-10! A draw!
It felt really balanced and I loved how every floor is different from the other. The lower level is dark and you don't know what's going on but you do know your being sneaky. And it's hard. The middle level is your average joe fighting stage where theres a big wall defining two areas. Then there are the offices. This gave a pretty unique feel seeing as the rest was all carpark-y. Two halls that were hard to maneuver in actually was fun. Then the top floor was awesome, with a huge load of cars giving what people wanted from the map: lots of cars going boom. The cars also made a small area feel huge.
This map is for 4-12 players and will be chaotic when going up. Designed for SD, it's supposed to give something new than the basic formula of as an attacker going A or B and a defender going A or B. Camping is not an option for both attackers and defenders. This map is vertical and will feel even smaller than it is, there are three staircases connecting each level, the bottom one is a bombsite and the top one is a bombsite and the middle one is where people flank. The idea behind it is that there isn't an invisible line which will be the barrier between attacker and defender. Everyone is running all over the place trying to flank the other, because once your flanked your screwed because it's nearly impossible to spot someone with all those cars.
I hope I described this map well, it's well designed and has a weblog on how it was build from scratch, mp_carpark.
A warning though, this map is not for people who dislike:
Lots of cars blowing up by a single nade.
Being flanked and there not being a clear line of defenders and attackers.
Dark corners.
Using nightvision.
Walking up and down stairs.
Not being a sniper.
It's still beta and not out for public yet, needs some more plays with more people, some detailing tidbits, some moving/removing blockades and a bloody loadscreen/minimap which is impossible to figure out, even with all the tutorials in the world.
Has all gametypes, took 50 hours to build (recorded).
Thanks for reading,
Bye!
CharlieOscarDelta Thread
InfinityWard Thread
CoDHQ Thread
IWNation Thread
ModsOnline Thread
CoDutility Thread
BFE:CoD Thread
FileFront Thread
Hi possible fans,
This is carcity, check in time is now, check out time is never.
We played SD Normal 2v2 beta-run and it turned out to be the best score ever.. 10-10! A draw!
It felt really balanced and I loved how every floor is different from the other. The lower level is dark and you don't know what's going on but you do know your being sneaky. And it's hard. The middle level is your average joe fighting stage where theres a big wall defining two areas. Then there are the offices. This gave a pretty unique feel seeing as the rest was all carpark-y. Two halls that were hard to maneuver in actually was fun. Then the top floor was awesome, with a huge load of cars giving what people wanted from the map: lots of cars going boom. The cars also made a small area feel huge.
This map is for 4-12 players and will be chaotic when going up. Designed for SD, it's supposed to give something new than the basic formula of as an attacker going A or B and a defender going A or B. Camping is not an option for both attackers and defenders. This map is vertical and will feel even smaller than it is, there are three staircases connecting each level, the bottom one is a bombsite and the top one is a bombsite and the middle one is where people flank. The idea behind it is that there isn't an invisible line which will be the barrier between attacker and defender. Everyone is running all over the place trying to flank the other, because once your flanked your screwed because it's nearly impossible to spot someone with all those cars.
I hope I described this map well, it's well designed and has a weblog on how it was build from scratch, mp_carpark.
A warning though, this map is not for people who dislike:
Lots of cars blowing up by a single nade.
Being flanked and there not being a clear line of defenders and attackers.
Dark corners.
Using nightvision.
Walking up and down stairs.
Not being a sniper.
It's still beta and not out for public yet, needs some more plays with more people, some detailing tidbits, some moving/removing blockades and a bloody loadscreen/minimap which is impossible to figure out, even with all the tutorials in the world.
Has all gametypes, took 50 hours to build (recorded).
Thanks for reading,
Bye!
Info: Beta testing
Beta testing is underway. No problems persisting means it's out either tommorow or the day after.
Update: I can't get a loadscreen or minimap to work so there's a problem that won't go away, seems it's a problem due to 1.5.
We however, despite that, played a simple 2v2 and it was awesome!
We played SD Normal 2v2 and it turned out to be the best score ever.. 10-10! A draw!
It felt really balanced and I loved how every floor is different from the other. The lower level is dark and you don't know what's going on but you do know your being sneaky. And it's hard. The middle level is your average joe fighting stage where theres a big wall defining two areas. Then there are the offices. This gave a pretty unique feel seeing as the rest was all carpark-y. Two halls that were hard to maneuver in actually was fun. Then the top floor was awesome, with a huge load of cars giving what people wanted from the map: lots of cars going boom. The cars also made a small area feel huge.
It was great.
I'm happy.
Expect only a final version, beta's are only for people I know, so come back Wednesday or so.
Update: I can't get a loadscreen or minimap to work so there's a problem that won't go away, seems it's a problem due to 1.5.
We however, despite that, played a simple 2v2 and it was awesome!
We played SD Normal 2v2 and it turned out to be the best score ever.. 10-10! A draw!
It felt really balanced and I loved how every floor is different from the other. The lower level is dark and you don't know what's going on but you do know your being sneaky. And it's hard. The middle level is your average joe fighting stage where theres a big wall defining two areas. Then there are the offices. This gave a pretty unique feel seeing as the rest was all carpark-y. Two halls that were hard to maneuver in actually was fun. Then the top floor was awesome, with a huge load of cars giving what people wanted from the map: lots of cars going boom. The cars also made a small area feel huge.
It was great.
I'm happy.
Expect only a final version, beta's are only for people I know, so come back Wednesday or so.
Saturday, February 2
Thursday, January 31
Tuesday, January 29
Screenshots: 'A lot'
So here's the big batch of screens of the whole floor! Check it out, it's the garage aswell as the offices as mentioned in previous posts, though of a much older version.
View A
View B
View C, of the garage
The new version of that known hallway, won't change it from here, probably.
And the offices.
Shootable monitors and keyboard etc!
Security corner
And an overview of the offices and it's hallway.
Bye!
Time spent on mapping as of now: 38 hours
View A
View B
View C, of the garage
The new version of that known hallway, won't change it from here, probably.
And the offices.
Shootable monitors and keyboard etc!
Security corner
And an overview of the offices and it's hallway.
Bye!
Time spent on mapping as of now: 38 hours
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