Author Topic: Dogfight TDM (WIP) [MORE BUILD UPDATES POSTED PG 2]  (Read 7108 times)

A pacific island based dogfight TDM



Red Carrier (both red and blue have a carrier)



Red Carrier flight deck (Combat Biplanes on the right and Combat Bombers on the left)



A shipwreck of a destroyer



Empty hangar deck



Spawnroom (the same on both carriers)



One of the completed capture points, the flag changes to red or blue based on which team caps it and a red or blue firework shoots off on capture for anyone in the vicinity to know it happened if the Centerprint and chat message didn't alert them.



Some small island chains (may contain chests)



Full picture of south island



larger island with 4 cap points being worked on



give rates, ideas and opinions
« Last Edit: May 01, 2017, 08:05:08 PM by kingmims »

nice

i mean sure it doesnt look particularly stellar or anything but its got that old-bl charm to it and reminds me of my days when i made tdm's. even if they looked bad they played pretty decent and i tried pretty hard to make them fun. this looks like one of those kinds of maps.

Thank you. All the elements of the build are merely just one layer of detailing, more layers of detail will be added on once all elements are completed. I have the server up while it being this lacking in detail as public testing and to receive any input before completion to avoid entire make overs or starting redoing from scratch .

Looks fun to play, but the carrier looks like it was slapped together in under an hour. It's really fat and boxy. I'd recommend putting a lot more work into it. You should especially remove the fences on the runway deck, no aircraft carrier has ever used fences in that manner.

Looks fun to play, but the carrier looks like it was slapped together in under an hour. It's really fat and boxy. I'd recommend putting a lot more work into it. You should especially remove the fences on the runway deck, no aircraft carrier has ever used fences in that manner.

Complete overhaul or stretch it out and make the hull more of a V instead of a U?

Complete overhaul or stretch it out and make the hull more of a V instead of a U?
If it were me I would rebuild it from the ground up.

If it were me I would rebuild it from the ground up.

based on what design

based on what design
An actual WW2 aircraft carrier, like the Enterprise CV-6.



Here's an example, based on the U.S.S. Independence:

Here's an example, based on the U.S.S. Independence:

What is the name of that turret on the front?

What is the name of that turret on the front?
That's Heedicalking's AA Battery turret, unfortunately it is a private addon.

It seems weird to me to have a ramped modter mountain and a cubed mountain in the same build (from the last 2 pictures). The last picture of the cubed mountain looks like it will take too many bricks also. I recommend sticking to the same terrain style throughout the build (ramped modter)

It seems weird to me to have a ramped modter mountain and a cubed mountain in the same build (from the last 2 pictures). The last picture of the cubed mountain looks like it will take too many bricks also. I recommend sticking to the same terrain style throughout the build (ramped modter)

The modter mountain wasn't done by me and I'm considering removing it. The other detailed mountain came out nicely and isn't really a lag bomb.

Some Build Updates:



Finished a mountain with a cap point inside in a cave that can be accessed by the warehouse on top, flag functions the same as the first one.




Starting another mountain that will cover 2 cap points




inside of the warehouse, radiation leakage from specimen containment, (((build lore))), has caused plants to mutate and grow right through the foundation, the cave that holds the cap point also offers more build lore to provoke the imagination of players as they explore the map.




The walled off area in the background will be a supply outpost that will contain the 4th cap point, there will be 8 total in the server.

Nice, but would recommend making the terrain more varied. Right now it looks like you're just pushing each layer 4x or 8x back with little variation.