[MAP] IV-PUSH - Operation Style

The level/layout/play area.
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FaultCheck
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Last edited by FaultCheck on Mon Mar 18, 2013 3:58 am, edited 1 time in total.
Sample
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Hahaha, awesome Blue_Happy3 Blue_Happy3
Silnius
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I hope the patient will be ok after that Blue_Tongue
TB_
Post Demon
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He doesn't seem very fit for being a soldier.
Silnius
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You can be Medicine soldier Blue_BigSmile
FaultCheck
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TBS wrote:
He doesn't seem very fit for being a soldier.
lol, that's actually how the old operation game looked, lol
Image
TB_
Post Demon
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ah, that explains it.
And btw, you seem to have much brighter and clearer colors than any of other aos maps.
FaultCheck
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TBS wrote:
ah, that explains it.
And btw, you seem to have much brighter and clearer colors than any of other aos maps.
You're not the first to bring that up, I honestly didn't notice myself. I guess from what I figured out, if your using the older method of a heightmap bmp, I guess it down converts during the process.

I built out a new module for blockman to produce these, it allows me to produce direct PNG transparent layers as output levels, transparent no block *obviously*, and color pixals become blocks. With several layers stacked on top of each other, it can produce any kind of structure, building, or overhang, which previously blockman was limited from.

http://blockman2d.servegame.com/bssig/piePush/water.png
http://blockman2d.servegame.com/bssig/p ... level1.png
http://blockman2d.servegame.com/bssig/p ... level2.png
http://blockman2d.servegame.com/bssig/p ... level3.png
http://blockman2d.servegame.com/bssig/p ... level4.png
http://blockman2d.servegame.com/bssig/p ... level5.png
http://blockman2d.servegame.com/bssig/p ... level6.png

So above are the actual layers used to produce pie push, starting with the water level, up to level 6. Blockman can now take sets of images like these, and directly output a VXL. No color convertion required.
TB_
Post Demon
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That is really cool actually, thanks for replying!
izzy
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It's a nice map but the spawn areas get too campy because the initial traffic flow goes toward the enemy, which means the enemy doesn't really have to move his mouse to shoot targets. To advance forward, you have to build a bridge with your back exposed to the enemy's pre-aimed crosshair. That's why the slightly disadvantaged team couldn't get to the second island yesterday on a full server. The traffic flow on push maps should be parallel to the enemy (black arrows), not toward the enemy (blue arrows): http://i.imgur.com/kVkraZ6.png
TB_
Post Demon
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Image

uhm.. I should go sleep now.
Silnius
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TBS wrote:
Image

uhm.. I should go sleep now.
Alert Alert ! Counterfeit ! Blue_Rifle

And yes izzy is right, i'm sure you can remove one island and change spawn a little FaultCheck ^^
FaultCheck
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izzy wrote:
It's a nice map but the spawn areas get too campy because the initial traffic flow goes toward the enemy, which means the enemy doesn't really have to move his mouse to shoot targets. To advance forward, you have to build a bridge with your back exposed to the enemy's pre-aimed crosshair. That's why the slightly disadvantaged team couldn't get to the second island yesterday on a full server. The traffic flow on push maps should be parallel to the enemy (black arrows), not toward the enemy (blue arrows): http://i.imgur.com/kVkraZ6.png
Amazing feedback izzy! I will make some tweaks and repost!

Edit:

IV-PUSH v1.1 By FaultCheck

http://blockman2d.servegame.com/bssig/I ... IVPush.vxl
http://blockman2d.servegame.com/bssig/I ... IVPush.txt
Image

Izzy, I cut off the patients feet altogether, gang green, nasty stuff, do you think that will improve the gameplay? I made his crack a seperation wall between the start locations, this may be an issue, not sure, but I was thinking it would at least give a chance not to be spawn camped...
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