Author Topic: City map - SA_Refinery  (Read 1874 times)

0 Members and 1 Guest are viewing this topic.

Offline HAARP

  • Living Legend
  • *******
  • Posts: 2215
  • Karma: 186
  • = Clan Jade Wolf =
    • Clan Jade Wolf
City map - SA_Refinery
« on: May 27, 2010, 11:55:47 PM »
Greetings!

Guess what's today's topic. City maps! Hell yeah. And what's better than talking about city maps? Of course, it's making them!
So our fellow Mechwarrior Pytak has something special just for...well, none of you. Yet. It's basically a quick proof-of-concept. He took a Crysis map, Refinery, leveled a few buildings and put 2 hangars on top of them. The result is an extremely tiny map with tight buildings and streets. I was one of the few honoured to be allowed to test it.

So how is it? Well, first off, it's buggy. There's rain inside the hangars, mechs clip through a lot of buildings, as do BAs somewhere. Some items are left floating around. But this is to be expected from a quick'n'dirty mod like this. Pytak will fix some of these, so don't worry. (although I doubt that anything can be done about the clipping)
Furthermore, it is tiny. The hangars are merely around 500m apart, so it is wise to take some ECM with you. Not that it makes much of a difference, as BA can oversee most of the map, as can mechs with jumpjets.
But enough negative points. Now for the awesomesauce:
Have you ever wondered how a mech would look like when he walks past some properly-sized buildings while you sit on the ground and watch the spectacle? It is impressive. Finally, you get a real feeling for the size of these machines, and they are truly intimidating.
The fights are brutal and fast as there is absolutely no room to maneuver. A proper city map would probably have much wider streets, but even these narrow passageways are interesting. It is a cramped, claustrophobic feeling, sitting in your cockpit navigating around the map.
Just like in CBT, jumpjets offer an enormous advantage. You can jump out of tight situations or unstuck yourself if needed. Jump on top of buildings and look down at others (only works if your enemy pilot is blind, huh Ragor? ;D), or jump down from buildings in a Death-from-Above attempt. Or jump from building to building, while heavier mechs navigate below. Not that there's a lot of space to navigate in...
Pilots need to be careful with the throttle. If you accelerate to high speeds, you -will- smash into a wall within seconds.
And then there are BAs. Nasty little buggers, as they can navigate between buildings with ease and pop up everywhere. Now if there wasn't this damn radar that mechs have....

This map is best played with very few players. I'd say 3-vs-3 is the maximum or the mechs may start piling up :D

Pytak is now in the process of fixing a few things up. Afterwards, you may try your teeth at this. But keep in mind - it is only a quick'n'dirty proof-of-concept. It is very buggy and too small to actually play on properly. Also it will eat your firstborn. Don't say we didn't warn you.
« Last Edit: May 28, 2010, 12:27:48 AM by HAARP »

Offline Pytak

  • MechWarrior
  • **
  • Posts: 218
  • Karma: 75
  • Weekend Warrior
    • pytak.org
Re: City map - SA_Refinery
« Reply #1 on: May 27, 2010, 11:56:44 PM »
- Solaris Arena: Refinery v 1.0 -

 based on "Refinery" Power Struggle map by Crytek
 converted to SA map by Pytak.



Download Map! (10,9 MB)
(please do not host it anywhere else!)

- changes -
 
 - replaced USA and NK base structures with Mech Hangars
 - removed alien crash sites and their cables
 - removed low clearance structures so Mechs are able to walk the streets freely
 - added invisible walls around the map, so you don't fall off to infinity
 - no camping inside hangars - when someone stays inside the other team's hangar for more than 10 seconds, he'll be terminated.
 - Prototype Factory and War Factory are non-capturable, however you can still capture the 3 bunkers around the map and spawn in them.
 
- installation -
 drop "SA_Refinery" to ...\Crysis\Game\Levels\Multiplayer\SA\

Important note: This map was made as a infantry-oriented Power Struggle level for Crysis. I did not made this map from scratch - I just converted it as playable-ish for MWLL SA matches. 99% of the level is made by Crysis developers.

have fun!
« Last Edit: March 12, 2011, 10:33:00 PM by Pytak »

Offline Teafour

  • Recruit
  • *
  • Posts: 133
  • Karma: 9
  • <He who walks within the rows>
    • 1st Federated Suns Armored Calvary
Re: City map - SA_Refinery
« Reply #2 on: May 28, 2010, 02:19:04 AM »
I'm eager to see this. Buggy or not, I thank you for bringing map options to the table!
Col.Teafour<1FSAC/AFFS>RCO_HG

Offline (TLL)Sky_walker

  • MWLL Developer
  • Living Legend
  • *
  • Posts: 2638
  • Karma: 65
  • Close Range Attack Forces
    • MWLL Wiki
Re: City map - SA_Refinery
« Reply #3 on: May 28, 2010, 08:35:42 AM »
 ??? Haarp announces Pytak map?


Cool :) I like small maps. Go for it Pytak!
MWLL Wiki Newsletter: Wiki suffers from spammers and lack of activity - change it now, jump in and contribute with something useful! :D


Proud to be C.R.A.P. inspiration # MWLL Wiki Admin # MWLL Alpha Tester # Dev Team # MWLL Defense Force Mercenary - Battlemech Barracks

Offline HAARP

  • Living Legend
  • *******
  • Posts: 2215
  • Karma: 186
  • = Clan Jade Wolf =
    • Clan Jade Wolf
Re: City map - SA_Refinery
« Reply #4 on: May 28, 2010, 10:06:17 AM »
??? Haarp announces Pytak map?
Thats because I'm awesome 8)

Offline (TLL)Sky_walker

  • MWLL Developer
  • Living Legend
  • *
  • Posts: 2638
  • Karma: 65
  • Close Range Attack Forces
    • MWLL Wiki
Re: City map - SA_Refinery
« Reply #5 on: May 28, 2010, 10:22:50 AM »
 ;D hahaha  ;D
MWLL Wiki Newsletter: Wiki suffers from spammers and lack of activity - change it now, jump in and contribute with something useful! :D


Proud to be C.R.A.P. inspiration # MWLL Wiki Admin # MWLL Alpha Tester # Dev Team # MWLL Defense Force Mercenary - Battlemech Barracks

Offline ~SJ~ Atlessa

  • Lance Captain
  • ***
  • Posts: 736
  • Karma: 36
Re: City map - SA_Refinery
« Reply #6 on: May 28, 2010, 01:18:06 PM »
Hehe, I was there, and yeah, I killed some of those nasty BAs called HAARP and PYTAK :P

Looking forward to a cleaned up version :)

Offline Teafour

  • Recruit
  • *
  • Posts: 133
  • Karma: 9
  • <He who walks within the rows>
    • 1st Federated Suns Armored Calvary
Re: City map - SA_Refinery
« Reply #7 on: May 28, 2010, 01:26:17 PM »
??? Haarp announces Pytak map?
Thats because I'm awesome 8)

Or possibly a little touched in the noggen.....  ;D
Col.Teafour<1FSAC/AFFS>RCO_HG

Offline Pytak

  • MechWarrior
  • **
  • Posts: 218
  • Karma: 75
  • Weekend Warrior
    • pytak.org
Re: City map - SA_Refinery
« Reply #8 on: May 28, 2010, 04:38:06 PM »
Map has been released! See post #2.

Please reports any issues or bugs you may encounter in this thread. Have fun!

Offline SquareSphere }12thVR{

  • Living Legend
  • *******
  • Posts: 4444
  • Karma: 178
  • pancake slinging, Square (care) Bear of MWLL
    • 12th Vegan Rangers - Boards
Re: City map - SA_Refinery
« Reply #9 on: May 28, 2010, 04:47:30 PM »
very very nice, is this on any servers yet?
« Last Edit: May 28, 2010, 05:30:27 PM by SquareSphere »
Want to give organized battles a spin?
Not sure about your skills but want to test them out?
Looking for a casual unit?
12th Vegan Rangers are recruiting!  Click here to check out our new boards!

FLAWLESS VICTORY


Offline Pytak

  • MechWarrior
  • **
  • Posts: 218
  • Karma: 75
  • Weekend Warrior
    • pytak.org
Re: City map - SA_Refinery
« Reply #10 on: May 28, 2010, 04:59:16 PM »
It's running on TLL #3. Thanks Seraph! :)

Offline ThunderHawk819

  • MechWarrior
  • **
  • Posts: 327
  • Karma: 3
Re: City map - SA_Refinery
« Reply #11 on: May 28, 2010, 05:57:18 PM »
Finally! A City Map!

Offline (TLL)CapperDeluxe

  • MWLL Developer
  • Living Legend
  • *
  • Posts: 2084
  • Karma: 117
  • Life is cheap, mechs are expensive.
Re: City map - SA_Refinery
« Reply #12 on: May 28, 2010, 06:01:25 PM »
looks neat, can't wait to give it a go
Play my free open source web game MiniMek - Urbie Defense!  Its "mega fun" but with mini meks!

Offline ThunderHawk819

  • MechWarrior
  • **
  • Posts: 327
  • Karma: 3
Re: City map - SA_Refinery
« Reply #13 on: May 28, 2010, 07:59:25 PM »
ok, here's the short and skinny:

1) The Streets are way too narrow for Mechs or even vehicles. More space is need. Big time!

2) As you stated in the game, Pytak, there's a cache problem. With trees and assorted stuff popping in the Mech Bays. Those need to be fixed as well.

3) The bunkers need to be removed. Those aren't necessary for the game. Unless you place them eslewhere on the map. Like the corners, etc. these are way too close to each base. Which means, anyone on either side can camp outside the Bays.

Other than that. It's a great map. Just needs some more work.

Offline kabrinski

  • Bondsman
  • *
  • Posts: 27
  • Karma: 3
Re: City map - SA_Refinery
« Reply #14 on: June 05, 2010, 12:47:50 AM »
yeah, nice small map. very detailed. a few comments and suggestions from my side. not complaining, don't get me wrong

1. like thunderhawk said, very little space for mechs. i dont't think if this is bad, though. looks like a man site, not a mech site. if it won't work with mechs, why not make it a BA & vehicle only map (dunno if thats possible)

2. when entering a mech, the map in the hud is very small, see attached screenshot

3. it was raining when i was looking around. i like that. in the railroad tunnel at C5 i think, there is a wall terminating it. rain was running down that wall - pretty un...realistic?...neccessary? i'd suggest to make the tunnel look like it broke, and get rid of the rain in there

4. the rail station in the east ends in ... nowhere. after a grey place comes a green, grassy place. should think about terminating it anyhow. you mentioned "walls", which is fine imho. but fill the green flatness with some woods or hills or whatever, will round it up

5.  i am not sure what effect the objectives give to the game, maybe u could explain it on some posters near the base?


nice work!

[attachment deleted by admin]