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Rustyard -Beta out
Posted: Mon Aug 02, 2010 2:54 pm
by Ninja
Rustyard
Beta link: http://www.megaupload.com/?d=1JP5RRD3
Please post all comments and glitches in this thread.
This is a modern map loosely based on Rust and Scrapyard in mw2.
-note: this is my first map, other then a few I never got close to finishing
Total Completion:
99%
Map:
99%
DONE -need to place more props
DONE -need to place foliage
Sides:
99%
DONE -finish details like localization and icon placement
Classes:
Rifleman
Rifle (auto)
Pistol
Frag Grenades
Grenadier
Rifle (3 rd. burst)
Grenade launcher
Frag Grenades
Sniper
-replaced crouch with prone
Sniper Rifle
Pistol
Frag Grenades
Commando
Shotgun
Shotgun (Dragon's Breath Rounds)
Sticky Grenades
Pics (old)
Newer pics
Questions, comments, flames?
Re: Rustyard
Posted: Mon Aug 02, 2010 3:02 pm
by acryptozoo
the map looks really good and . . .
is that prone i see
Re: Rustyard
Posted: Mon Aug 02, 2010 3:06 pm
by Ninja
acryptozoo wrote:the map looks really good and . . .
is that prone i see
Crouch with prone animations.
Re: Rustyard
Posted: Mon Aug 02, 2010 3:17 pm
by Deathplayer
Looks interesting, will I be beta tester?

Re: Rustyard
Posted: Mon Aug 02, 2010 3:23 pm
by genaral_mitch
Ninja wrote:acryptozoo wrote:the map looks really good and . . .
is that prone i see
Crouch with prone animations.
I thought that was impossible.... But my eyes do not lie.
Re: Rustyard
Posted: Mon Aug 02, 2010 3:56 pm
by Eggman
genaral_mitch wrote:Ninja wrote:acryptozoo wrote:the map looks really good and . . .
is that prone i see
Crouch with prone animations.
I thought that was impossible.... But my eyes do not lie.
It's not impossible, but it is buggy.
Re: Rustyard
Posted: Mon Aug 02, 2010 4:56 pm
by Culvar
Blast shield in second picture?
Re: Rustyard
Posted: Tue Aug 03, 2010 1:16 am
by SW_elite
You know how they lowered the head spot on the SB Droid so that you could acctually hit their head and get a headshot instead of you aiming above their heads. Well, you could possibly do this to all your troops that can "prone" so that when you are aiming for their heads, it actually gets a head shot.
Can't remember how though...
Re: Rustyard
Posted: Tue Aug 03, 2010 1:21 am
by sim-al2
SBDs got a custom skeleton for that.
Re: Rustyard
Posted: Tue Aug 03, 2010 2:37 am
by SW_elite
Well I onltythat because I saw there was something to do with head offset in the odf.
Re: Rustyard
Posted: Tue Aug 03, 2010 4:52 pm
by Ninja
SW_elite wrote:You know how they lowered the head spot on the SB Droid so that you could acctually hit their head and get a headshot instead of you aiming above their heads. Well, you could possibly do this to all your troops that can "prone" so that when you are aiming for their heads, it actually gets a head shot.
Can't remember how though...
If I could somehow could do that, it would probably mess with the normal standing collision and headshot height.
Culvar wrote:Blast shield in second picture?
There used to be a riot shield class, but I removed it
Re: Rustyard
Posted: Tue Aug 03, 2010 9:21 pm
by Culvar
By the way, if you are going to use Sqipple/Eddie's props you should reskin them. They've been used to death by now.
Re: Rustyard -Beta out
Posted: Sat Aug 07, 2010 1:42 am
by Ninja
First post updated with beta link.
Re: Rustyard -Beta out
Posted: Sat Aug 07, 2010 9:42 am
by Culvar
First of, the polish on this map was amazing. Custom First Person, Minimap, locolization,cover, and good AI pathing. One of the best I've played in awhile.
I did find a few bad things however:
*The CP with the water is left a bit underbalanced since all the other CP's have cover, but in this one it is possible to get sniped from halfway across the map.
*The Shotgun is Un-localized.
*The CP layout was a bit weak at times.Not a really big problem, but the map would probably be played more with a strong CP layout.
*The sky about ruins the map when playing. It's a blinding neon orange(with purple at top)
Re: Rustyard -Beta out
Posted: Sat Aug 07, 2010 12:52 pm
by Ninja
Culvar wrote:First of, the polish on this map was amazing. Custom First Person, Minimap, locolization,cover, and good AI pathing. One of the best I've played in awhile.
I did find a few bad things however:
*The CP with the water is left a bit underbalanced since all the other CP's have cover, but in this one it is possible to get sniped from halfway across the map.
*The Shotgun is Un-localized.
*The CP layout was a bit weak at times.Not a really big problem, but the map would probably be played more with a strong CP layout.
*The sky about ruins the map when playing. It's a blinding neon orange(with purple at top)
Thanks for your feedback.

I localized the second sniper rifle (I think you meant this instead of the shotgun), changed the sky to the hoth sky, and added more cover by the water cp.
Re: Rustyard -Beta out
Posted: Sat Aug 07, 2010 1:14 pm
by Culvar
By the way, are you going for the Overpass look for the bridge? I'm trying to get better and modeling and skinning, and I could attempt to make you one with a less stretched texture.
Re: Rustyard -Beta out
Posted: Sat Aug 07, 2010 10:18 pm
by Ninja
Culvar wrote:By the way, are you going for the Overpass look for the bridge? I'm trying to get better and modeling and skinning, and I could attempt to make you one with a less stretched texture.
Thanks for the offer, that would be great

Re: Rustyard -Beta out
Posted: Sun Aug 08, 2010 6:21 am
by lucasfart
I haven't played this map yet, and while it looks really good, especially with the custom props, it looks quite empty in a lot of the areas, and doesn't really look like a rustyard that much. The props you do have in there are fantastic, but there's just not enough to fill in all the big gaps, at least, from the pictures thats what it looks like.
Apart from that issue, it looks really good and unique.
Re: Rustyard -Beta out
Posted: Sun Aug 08, 2010 11:11 am
by Ninja
lucasfart wrote:I haven't played this map yet, and while it looks really good, especially with the custom props, it looks quite empty in a lot of the areas, and doesn't really look like a rustyard that much. The props you do have in there are fantastic, but there's just not enough to fill in all the big gaps, at least, from the pictures thats what it looks like.
Apart from that issue, it looks really good and unique.
Thanks for pointing that out, some of the pics were getting a little old, I've added more props since then. Looking at it now, it seems like it's still a little empty to me too, I'll try adding a few new props to fill it up.
Re: Rustyard -Beta out
Posted: Sun Aug 08, 2010 3:25 pm
by Wonderboy
I've played this map and it was good. I can tell you put a lot of work into it. I especially like the bullet holes on the ground when you shoot

. But there were also somethings a little off. You should fix the sniper rifle sound, it has the stock blaster sound. You misspelled "Semtex" as Semtax and "Gauge" as Guage. There were missing 1st person animation on the Grenadier's Grenade launcher. Also, this is more a matter of opinion, but the color seemed a little indexed (is that the right word?). It was a lot of saturated browns and yellows. But all in all pretty good for a first map.
