Editing and Customization > Community Content
DuClare Chateau Remake (from Deus Ex)
Adrian:
=== Alpha 9 release below! ===
I'm aware the shots were getting darker every day :/ I didn't want to take screenshots in fullbright because they would look like complete vomit, so I just adjusted the brightness of each picture so we can actually see them :)
The exposure may seem a bit much, but rest assured it's not that bright in-game. It retains the feel of moonlight, rather than a blinding sunrise.
Spoiler for Hiden: Overview
Facade, with a simpler approach to the fountain!
Front of the house
Southeast garden
Southwest garden
Northwest garden
Northeast garden
I also reworked the entire weapon placement and armor situation. I tried to make them as accessible as possible, with the higher powered weapons/armor off the beaten path or in very exposed areas to make it worth the risk. I made sure there's one armor and one high powered weapon with ammo in the four main areas of the map:
1. First floor
* Armor: Throne room
* Weapon: Living room
2. Second floor
* Armor: Nicolette's hallway
* Weapon: Beth's bedroom
3. Cellar
* Armor: Cubicles
* Weapon: Supercomputer room
4. Outside
* Armor: North passage behind hedges
* Weapon: Southeast garden
In the cellar, I moved the armor from the inconvenient side cubicle and threw it in the center
With all of that said, here's the download :)
https://www.mediafire.com/?ymhu82gl389qyen
There's just one major step I need to take before moving on: adding the 3D skybox. I don't know about you, but I feel a bit lonely with a whole lot of nothing around the chateau. Once I finish that, the map will officially be out of alpha! I'm releasing now, though, because the 3D skybox is purely aesthetic and won't have an impact on gameplay.
As always, enjoy! Feel free to leave feedback or add me on Steam if you have any questions.
*Edit*: I accidentally released the map with only a fast compile and forgot to build the cubemaps. I deserve a slap for each offense. No worries, though. The download is updated
killermonkey:
Ahh much better thanks!
IMO armor should be a gamble to grab. Middle of the room is a gamble but only for high traffic areas. A dead-end room is even bigger since I can lob a nade or rocket at you in that circumstance and ruin your armor immediately. Just my opinion though :-)
Adrian:
--- Quote from: killermonkey on April 12, 2014, 05:36:17 pm ---IMO armor should be a gamble to grab. Middle of the room is a gamble but only for high traffic areas. A dead-end room is even bigger since I can lob a nade or rocket at you in that circumstance and ruin your armor immediately.
--- End quote ---
I agree, man :) There are many approaches to armor placement, and I'm still tinkering around with it.
=== Alpha 10 release below! ===
Before, Beth's bedroom on the north side of the house was almost completely useless. It was simply a square room with two side hallways, one of which was hardly ever used. I rectified this by opening the room up and adding a bathroom for the armor. I chose to put the armor here so I wouldn't have both armor vests on the same side of the house.
Spoiler for Hiden: Beth's bedroom, from second floor balcony
Inside Beth's bedroom, bathroom on right
With the armor being in the bathroom, it could be easy to camp. However, if we add a ladder from the outside to get in, your back is always vulnerable to an opening, no matter where you're facing. If you choose to defend the bedroom and camp the armor, but leave the bathroom for a second, it's possible for someone to sneak in from the outside, steal the armor, and hop out ;)
Scaffolding and ladder from the outside (let's pretend it's there because they're installing a bathroom window)
I also tweaked the weapon and armor placement situation, again. As I've mentioned before, this is my first serious attempt at a multiplayer map, so there's been a learning curve from the start. I've been learning a lot along the way :)
Cellar cubicles, with fixed corner stairs and an 8 weapon in the center
Supercomputer room, now holding an armor vest
I've said this at least a dozen times now, but this should be one of, if not the last of the alpha releases!
https://www.mediafire.com/?260m7te23n049kx
I'm hoping to have a productive play test tonight and make all final changes to the layout and placements :)
Enjoy!
Adrian:
I'm bumping because I updated the download above. No pictures this time, but I fixed a few minor detail issues, such as supports in the house floating above the ground; I forgot to pull them down when I recessed the floor. More importantly, I fixed the armor placement in the cellar. I quickly realized how easy it was to camp the armor in the supercomputer room -- if you stand where it spawns, you could see the farthest walls of the connecting rooms. I know I keep flip-flopping, but I just want to make sure it's the best it can be :)
If you're interested, feel free to download! Just replace the old file with the new. Additionally, I did a final compile, rather than a fast. I keep overlooking this step because I forget this is going to see the light of day, unlike 98% of my other maps.
CCsaint10:
Wow Adrian...just...wow. I never EVER though you even had the skill or ability to map as you have shown. Just the basic geometry is fantastic. Being a Deus Ex lover fanboy, I can you are doing a fantastic job on this. I can't say it is my favorite level (like KM said) but I can say you are making it more and more my second favorite with every update. :) Seriously, if you need ANY help with this map, please contact me. I will lend any abilities I can to make sure this gets to final release.
Keep it up man
for those who have never seen the map, here is a really bad play through a guy did on you tube. Kind of gives you a feel of it.
http://youtu.be/vC9R1SQYE8E?t=10m38s
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