ac_safari

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ac_safari

Postby Bukz on Sun Jan 17, 2010 10:40 am

Image
After A LOT of editing, I bring you ac_safari, a small desert themed map designed for small games of t/dm, t/osok, and small games of CTF and other flag modes.

Backstory:

What used to be a quaint little town off in the desert has broken out into an all out war between the CLA and RVSF forces over territory.

Entstats:

- 91 Lights
- 40 Playerstart, 8 CLA, 8 RVSF, 24 FFA
- 4 Pistolclips
- 4 Ammoboxes
- 2 Grenades
- 6 Health
- 2 Armour
- 1 Akimbo
- 186 Mapmodels, 318 Clipped
- 3 Ladders
- 2 CTF Flags, 1 CLA, 1 RVSF
- 13 Sounds
- 38 Clips

Total: 392 Entities

Download:

:arrow: Download ac_safari.zip

Special Thanks:
- R4zor and Dreamer for their bit of help.
- Everyone at DES for their input and suggestions, and participating in the play test.
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Re: ac_safari

Postby MathiasB on Sun Jan 17, 2010 7:17 pm

Nice map, maybe a little bit to much wood and too less variation (but that are opinions...)
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Re: ac_safari

Postby Bukz on Sun Jan 17, 2010 7:36 pm

I can sort of understand the too much wood thing, there is quite a bit of wood used in the map, but could you give me some more detailed suggestions for making it more varied? There is a_lot going on in this little map as it is. :P
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Re: ac_safari

Postby MathiasB on Sun Jan 17, 2010 7:42 pm

Maybe you can variate between the floor and the ground woody things...
Like stairs in other type of wood.
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Re: ac_safari

Postby harryroy on Tue Jan 19, 2010 4:34 pm

Hello friend
Bukz you have bring really superb map,I agree with MathiasB may be you can variate between the floor and the ground woody
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Re: ac_safari

Postby Bukz on Tue Jan 19, 2010 8:37 pm

Thank you for the comments and suggestions. :)

Could you maybe give me a better explanation of what you mean? I don't understand atm. :(
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Re: ac_safari

Postby Chill on Wed Jan 20, 2010 3:04 am

idk what they mean either bukz :)
i think the map looks like all over a bit too idk rusty/reddish like i think they might mean to have a lighter sand texture on the ground because i think that with the lighting the ground looks reddish and the same color as the walls. Thats what i think they trying to say :P

So my opinion is that i like it lol. its extremely detailed too :P good job man
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Re: ac_safari

Postby ViperX07 on Wed Jan 20, 2010 9:53 pm

Nice map! the only thing that I think is kinda weird is how much "stuff" is in it. don't get me wrong, detail is good, but when trying to make a "playable" map that much "stuff" makes the gameplay slower. Also, while the textures flow well with the map in general, some things just look out of place. In one of the rooms the light is off giving the sand a reddish appearance. there it looks like you just time-traveled to late afternoon, and then come right back to daytime! The whole thing with the wood isn't a big issue to me. just that all the columns block vision and make chasing or getting away hard. It also is weird in the respect that when playing it, I had no idea what was going to be around the next corner! Other than those things, great job! I really liked the roof in one of the bases with the slant and skylights. But would you really find that in a desert? Good map.
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Re: ac_safari

Postby Bukz on Thu Jan 21, 2010 9:52 am

Thanks for the comments. About all the "stuff", everything is there for a reason, without the columns and middle area being at least a bit cluttered, snipers would be able to camp and fire all the way across the map to the other base, making the gameplay terrible. This is meant to be a small deathmatch map that supports other modes even CTF, so having visibility of the entire map would ruin those modes. About the redish lighting, if you look at the skymap that was used, it looks as if it is late afternoon lighting, I tried to base the lighting off of where the sun is at on the skymap, so if it's barely coming up over the horizon of a building, that building will not have very much light, and the further back from that building the player is, the more light there is, giving it a realistic sunset effect. This is why some areas feel darker (more "reddish") than others. If chasing and getting away was easy to do, deathmatch would be totally boring and the pro would easily walk over people that are new to the game and this map.

It also is weird in the respect that when playing it, I had no idea what was going to be around the next corner!


That is a good thing IMO, I do not want my maps to be predictable like other officials, we have enough players camping, nade spawning, etc. If you are surprised about what you see around that next corner, I have done my job well. :)
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Re: ac_safari

Postby a_slow_old_man on Thu Jan 21, 2010 6:45 pm

Maybe you should use some more different textures (maybe some custom ones from ac_egypt ;) ).
I like the non-playable-outside area :) maps like yours are very rare, in other words: I rly like your map :D

Btw.
A safari (pronounced /səˈfɑːri/) is an overland journey, usually a trip by tourists to Africa [...] (from wikipedia)

A little map with houses is not rly a safari, but thats offtopic :P
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Re: ac_safari

Postby Bukz on Thu Jan 21, 2010 8:43 pm

Thank you for the comment slow man. :) I'm very glad you liked the map, your style of mapping inspired some parts of it. :)

About the title, well, I simply couldn't think of a good desert themed map name that hasn't already been taken. :p Cheers!
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Re: ac_safari

Postby ViperX07 on Thu Jan 21, 2010 9:58 pm

Well ok. If its a dmtch map and not mainly CTF like most thats completely cool. I was talking about the little houses when i said i had no idea what would be around the corner. They just didn't fit what I thought if as a safari/desert. Nice map so who really cares!??
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Re: ac_safari

Postby tipper|DES on Fri Jan 22, 2010 6:08 pm

Right Bukz, you’ve obviously put a great deal of work into this and I know how much you want to make excellent maps. I realize that the cube engine places a certain amount of limitations on what you can and can’t achieve, but the following is what I think.
In single player I spawn in the blue flag room and I’m impressed. The roof work is first class, not too much clutter, and nice atmosphere.
The lighting isn’t quite right though. The skylights, should provide the bulk of the illumination in such a room and either the flag end is too dark or the other end to light.
The arched windows and doors look nice and you’ve done well in rounding off the hard edges and providing a different from stock look to these features. The problem is is that if you built an arch like this in real life the middle of the bow would push out and the arch would collapse. So, I reckon you either have a full arch with bricks set radially or a square window with a lintel.
Floor is good, but perhaps depress the points where the floor slabs are missing a bit.

Heading straight out and across to the other high ceiling building same comments apply, but I think the lighting is better here.
Steps seem to be a problem with cube. I would not have the walls either side of the steps myself. The steps are not high enough to worry about falling off the sides and if constructed in real life would not require that amount of edge support.
Detail outside the window is always good and helps give the map the feel that it “belongs” somewhere; looks good too.

The sand ramp leading out towards the octagonal structure, why have you got a wall either side? There is nowhere for the sand to go as if it had slopes away from the main walkway. The buildings either side would hold the sand in place. Not having these not so little walls either side would mean better game flow and one less construction the cube engine doesn’t mange very well.

My feeling about ground work in general.
Full paving is fine but can look grey and dull.
When paving breaks, stuff grows through it, even in a bit of a desert.
Sand is okay, but very rarely lies evenly; make mounds, chuck bricks and broken slabs in if necessary to add interest

The next room with the windows with broken bars in is fine apart from the problem with having the doors and windows structurally correct again.

All the outside roofs have the same problem; I look inside and see nice wooden plankwork, go out and there is ten tones of unsupported masonry hanging over my head! Wood inside, then show wooden ends outside if possible, or even a horizontal beam especially when you have a pitched roof.
In general, if you have a flat, overhanging roof then it can’t be made of brick or block. Try using concrete if you must but then show a bit of the supporting steel work that holds the concrete together.
The small bay windows are something different but I think the coffin doors look out of place.

Try to avoid building large structures, especially height wise to give interest and detail to the map when a few sandbags on a pallet or the much overused, but still useful crate will do the job.

It’s a good map by ac standards Bukz, but you have the talent to produce a first class map, not one that’s just better than the average ac map. A game map or not, there is no reason why it shouldn’t be structurally correct within reason and bear some resemblance to a place in the real world.

You can beat the crap out of me on irc later ;)
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