Home > Hammer, NeoTokyo > nt_intrusion_a1_3

nt_intrusion_a1_3

So I’ve released the first version of my first neotokyo map.

It was a quite different to work in the older version of hammer(you get used to all the spiffy new features of orange box hammer.)  The map was designed biased on a concept of a level from a “perfect” game.*wink wink* As usual each of my maps have a kind of story behind them. In this one the Jinrai have set up a base here with the front of a club.  However This all goes the hell when the NSF find out. As the NSF strike team is on approach the area is closed off by Police and the Jinrai get ready for war.

In the map I tried to convey the story, By the Defenders Spawning in the club, the knocked out secret panels that lead to a warehouse with lots of Jinrai equipment.

The biggest problem on the map was Lighting, Due to the high buildings much of the map got covered in shadow. It took me several tries to get a balance between light and dark. One Thing I wanted to feature was dark spots for recons to hide in, One such spot was some stairs in a maintenance room There was three lights here origonaly one at the top of the stairs, one on the workbench and one in the back. I decided to remove the light in the back that blacked out half of the room. thus allowing a reacon to hide behind some “conveniently placed” boxes. With the proximity to the capture zone, I can see a recon from the attacker side dropping a detpack in the waterway then hiding in there. However recons have to be extra careful not to be discovered there as there is no escape if you are spotted.

The second feature was the flow of the map. As a tribes player I always think vertically, Thus I placed a sky walk into the map that allows both teams a route that doesn’t even touch the ground. This route is mostly cut off from the rest of the map. with only 3 exits from it. one on each end and in the middle. The tradeoff is a large view of the battle below through unbreakable (but penetrate-able.) glass. the Skywalk was designed to be a excellent sniper spot however shooting through glass can be a bit hard as if you shoot diagonally your bullet could be stopped.

Finally the No mans land in the center of the map. the street in the center is designed to be the quickest route but the most costly, nearly ever other route has view of the street in some way.  Thus causing anyone going this way to be exposed. Ideally the map is designed for part of the team to take the side routes while three or four shoot through the street. while the others move into better positions.

PICS of the map

The key vista on the map.

a food court on the sky-walk.

a small sushi Restaurant that the player can walk through.

a dark passage with only a vending machine to light it. (this turned out really good.)

you can download the map here.
http://www.fpsbanana.com/maps/109481

Soo, Whats next for me in Neotokyo?

Ive been thinking on what map I want to do next. people follow my tf2 maps may notice I usually work on 3 maps at a time. (so I don’t get burned out of any one map. )

Here are some ideas of maps Im going to do next
-a small Siege map where one team defends a small house in the suburbs and the other team charges. There will be a 60 sec setup while the attackers surround the house.

-fully model building where one team spawns on the roof and the other on the ground floor. with about four floors each fully models(no large blocks)

-Run down refugee apartments, parts are broken and there’s rickety wood bridges connecting the two apartments. Including destroyable ones that drop people to their death >:)

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Categories: Hammer, NeoTokyo
  1. Aldrovandi
    June 20, 2010 at 12:14 am

    Hey zerorogue, I also map for nt and I really like the look of intrusion. Are you still working on it? As far as I can tell from responses on the forums, the only issue people have with it is the broken hdr lighting, which you can fix just by compiling the map only in ldr (thermoptic camo doesn’t work in hdr under any conditions).

    • zerorogue
      June 20, 2010 at 1:11 am

      Actually from what I understand the guy who did that complaint had turned on his hdr that forced it to cause the bug.

      Unfortunately I have currently shelf-ed all my neotokyo maps besides one small one that is being done by request. I believe the developer’s need to fix the design problems in the game that prevent a fun environment. This with also the lack of mapper support put forward by neotokyo entities really made me lose interest in mapping for the mod.

      If re-spawning comes with the next update then I may get back into it, but for now I’m working on Team Fortress 2 maps as well as other projects.

      • Aldrovandi
        June 20, 2010 at 10:32 am

        That’s too bad, because you’ve got a lot of talent.

        I talked to a server admin and he said that if you uploaded an ldr-only compile of your map they would it on their server if you were interested.

  2. zerorogue
    June 24, 2010 at 1:42 am

    Ok, I did have a in progress set of A2, however the Neotokyo dev stuff is bugging out a the moment and is refusing to compile the cubemaps. Once I fix this ill release the new version.

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