ac_culvert

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ac_culvert

Postby Bukz on Wed Sep 09, 2009 2:21 am

Image

Medium sized, war torn, industrial themed map.

This map started out as me and optus simply wanting some docks in an AssaultCube map (kinda silly, I know). But after quite a few hours of working on it, we both realised that the map had much more potential than we thought. After many, many hours of coop editing with him, we bring you ac_culvert. Hope you brought your swimming suit. ;D

Note: Some of the rooms such as the Platform room you see in the screenshot above, have changed slightly since the image was made. Also, this map uses custom content, in the form of new ambient sounds (.ogg sound files). This is the reason for the larger than normal size of the .zip package.

Backstory:
A once busy oceanside shipyard has been taken over by CLA. The RVSF forces have received intelligence leading them to CLA, and chaos ensues upon their night time arrival.

Mode recommendation:
- CTF, TDM, THTF, TKTF: up to 16 players
- DM, OSOK, TOSOK: up to 10 players</center>

Download:
:arrow: Download ac_culvert

Entity statistics:

- 220 lights
- 50 playerstarts, 7 CLA, 6 RVSF, 37 FFA
- 7 pistolclips
- 7 ammoboxes
- 3 grenades
- 7 health
- 2 armour
- 1 akimbo
- 316 mapmodels, 212 clipped
- 5 ladders
- 2 ctf-flags, 1 CLA, 1 RVSF
- 49 sounds
- 95 clips

Total: 764 Entities

We sincerely hope you all enjoy the map as much as we do! Any suggestions or comments are very welcome. :)

Special thanks:
- optus for all of the time and effort he put into this map with me.
- All of the guys at DES, for their input and suggestions.
- And last but not least, Ironzorg again, for making such great GFX for the presentation. Give him your chocolate. :)
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Re: ac_culvert

Postby Zarj on Wed Sep 09, 2009 5:27 am

What can I say? How about... Brilliant!!! Def. official map material.

I can definetly see the influence of edifice here - the large pile of crates in the middle, the pipes inside the broken sections of wall, the way the bases are textured, etc.

Loved the map. Saw this one being built, and was already impressed with what you guys were doing then, the finished product is awesome. What I especially enjoyed were the curved edges on the staircases - the fact they you made something look rounded with the cube engine is pretty sweet. The first time I stepped 'outside' the lighting blew me away. That faint blue light is absolutely perfect. The 'furnace' sound was really cool (you said ironzorg made those, congrats to him, sounds great), and the furnace itself was very nicely done. When I found the akimbo I was also thoroughly impressed with the way you placed it, that should be lots of fun for actual gameplay. Finally, the 'edging' around all the doors and room corners really added something to the map, I loved it (and might just borrow it).

My only qualms:
Again, like in edifice, sound cut in and out too quickly in places (on this map, the hissing sound by the gas tanks).
One of your nades was placed on top off a pallet, I skimmed right over it the first time without picking it up, and it was a little difficult to see. Maybe move it out a little.
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Re: ac_culvert

Postby Bukz on Wed Sep 09, 2009 5:43 am

Thanks very much for the feedback Zarj! We're very happy that you like it. :D

Just so there is no confusion, optus was the one that actually created the custom ambient sounds for the map, info about that can be found in the ambience folder (look for ac_culvert.license.txt).
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Re: ac_culvert

Postby Zarj on Wed Sep 09, 2009 7:21 am

Ah, my apologies. Well, the sounds are awesome! More stuff that needs to be included in AC 1.0 ;)
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Re: ac_culvert

Postby jpmendes on Wed Sep 09, 2009 9:28 am

congradulations this map is really pretty!!!
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Re: ac_culvert

Postby Mr.Floppy on Wed Sep 09, 2009 10:08 am

Wow, I am honestly impressed.

Not only for this great piece of work, but also because of the incredible speed you guys are performing at! I think it's not even a week back, when I had the chance to have a look at it, while it was nothing but the major layout at this state. I expected this would keep you busy for at least 3 weeks... You guys need GFs! ;)

There is actually only one tiny 'but' this time. The only place which comes along somewhat plain is the floor. There are different ways to get some detailing on it, which would make the map even more interesting. Using different textures making it look dirty or break off some bits and stuff... Besides that, I can't find anything negative. The layout, the lighting, this water gutter thingy, the docks and and and... just great!

Can't wait to play this online! :)

Great job.
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Re: ac_culvert

Postby sunny on Wed Sep 09, 2009 5:16 pm

Your screen shot is nice, too. Did anyone else notice how good it is?
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Re: ac_culvert

Postby MPx on Wed Sep 09, 2009 6:53 pm

aaahhh... this going to be part of the map pack! :lol: thumbsup
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Re: ac_culvert

Postby tipper|DES on Thu Sep 10, 2009 10:03 am

This is an exceptional map. Given you guys are in DES and can kick my arse later and you are close to producing "the best" in ac mapping I'm going to be a bit picky in my comments.
The lighting is close to perfect imo. You've managed to give the map colour and vibrancy not often found in ac maps.
I also think the curved ceiling edges are something ac has needed for some time now. Curved edges like this seem architecturally correct and produce a better feel to a map.
Well, i stood on the pier after going for a bit of a swim and suddenly thought, how the hell would a boat or even a barge get in here? So thats the first thing, the culvert gates are not high enough. Kind of defeats the idea of the pier if nothing could reach it.
The second complaint :-p is the structure surrounding the pile of boxes in the room with the pillars. What does it do apart from prevent man or machine from easily moving boxes in and out of the enclosure? I think a fence with an opening or even a low wall and fence combo would add realism to the map.
These two features spoil what is otherwise an almost perfect map imo.
Great job guys. Looking foreward to the next one :)
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Re: ac_culvert

Postby Bukz on Sun Sep 13, 2009 12:55 pm

I'd like to thank everyone for their suggestions, especially you tipper, as to your suggestions have let to major change especially in the box room you speak of, in the final version of this map. We really appreciate all of the input you guys give us, it definitely helps fine tune our work, and we thank you for it. :)

We hope you enjoy the final version of the map! :D Updated entity statistics are as follows:

Entity statistics:

- 220 lights
- 54 playerstarts, 9 CLA, 8 RVSF, 37 FFA
- 7 pistolclips
- 7 ammoboxes
- 4 grenades
- 7 health
- 2 armour
- 1 akimbo
- 337 mapmodels, 222 clipped
- 5 ladders
- 2 ctf-flags, 1 CLA, 1 RVSF
- 46 sounds
- 185 clips

Total: 877 Entities
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