[cod2] jm_pier_2

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[cod2] jm_pier_2

Post by Rezil » March 11th, 2012, 2:13 pm

MAP IS DONE:



DOWNLOAD

Enjoy!

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Old:

So, for the two of you that care, I'm making a new jump map for CoD2. It's a sequel to one of my more popular maps, jm_pier. This time I plan on actually making it look like an industrial pier sort of area. Current completion is at approx. 60% since there's lots of scripting left and an entire part of the pier is not yet finished.

Here are a few screenshots of what's done:

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As always, stay tuned for updates.

Rez
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Re: [cod2] jm_pier_2

Post by Goro92 » March 11th, 2012, 2:36 pm

awesome :shock: ..more pics!
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Re: [cod2] jm_pier_2

Post by Drofder2004 » March 11th, 2012, 3:24 pm

You sure this is a jump map, this could easily be a proper map.
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Re: [cod2] jm_pier_2

Post by [SoE]_Zaitsev » March 11th, 2012, 3:34 pm

Finally a proper looking map. Must be one in months.
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Re: [cod2] jm_pier_2

Post by Hoogie » March 11th, 2012, 5:25 pm

Looks awesome.
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Re: [cod2] jm_pier_2

Post by Pedsdude » March 11th, 2012, 7:23 pm

Very impressive indeed! That crane is made out of brushes?

One very minor piece of advice - the yellow lines along the sides of the roads, I would add a very small gap between them and the curb, they shouldn't be directly against the curb touching it.
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Re: [cod2] jm_pier_2

Post by F |Madness| U » March 11th, 2012, 8:08 pm

Drofder2004 wrote:You sure this is a jump map, this could easily be a proper map.
This. Looks better than most proper maps, and tenfold better than any jump maps.
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Re: [cod2] jm_pier_2

Post by Rezil » March 11th, 2012, 9:38 pm

The crane is made entirely out of brushes, and jumpable. I had a whole crane sequence planned out where you had to control the crane and drop containers to certain spots, but it's currently scrapped as I can't get it to work properly.

Here's a screenshot of the entire crane:

Image
One very minor piece of advice - the yellow lines along the sides of the roads, I would add a very small gap between them and the curb, they shouldn't be directly against the curb touching it.
The lines are white, and they're decoration anyway. I'll look into doing something about it.
You sure this is a jump map, this could easily be a proper map.
I was actually debating releasing two versions, one for jumping and a proper one. But considering I'll release the source files along with the map anyway(and the buildings are all neatly prefabed) I'll let somebody else do that for me, if they so choose.

And thanks for all the feedback guys! :)
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I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: [cod2] jm_pier_2

Post by BeZZo » March 11th, 2012, 11:12 pm

Looks freaking awesome! :shock:

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Re: [cod2] jm_pier_2

Post by Rezil » March 12th, 2012, 9:54 am

Nah, the crane is adequately supported by the reinforced base. It's not going to drop. :P

(although this has given me an idea of a certain in-game event involving an overloaded crane, said crane malfunctioning and destroying the roof of a previously inaccessible building) ;)
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: [cod2] jm_pier_2

Post by Hoogie » March 12th, 2012, 10:56 am

Are you gonna have a button (after a sequence of jumps) that lowers the bridge?
-=[[CoDJumper.com Movies]]=-
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]


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Re: [cod2] jm_pier_2

Post by Rezil » March 12th, 2012, 11:14 am

Hoogie wrote:Are you gonna have a button (after a sequence of jumps) that lowers the bridge?
That would be way to simple. There's a ship incoming, and you are assigned to lift the bridge(which has malfunctioned-power outage). The first thing you have to do is to register yourself as the guy fixing the bridge. After that, you have to collect the tools for fixing the bridge. When you're done fixing the bridge, you have to enable auxiliary power to the pier and only after you do that, you use the terminal in bridge control to raise the bridge. And that's just the beginning to be honest.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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Re: [cod2] jm_pier_2

Post by Goro92 » March 12th, 2012, 12:23 pm

:shock:
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Re: [cod2] jm_pier_2

Post by MasterThomy » March 12th, 2012, 12:31 pm

Looks pretty awesome, looking forward to this map! :D

Also if you need a bit of help, you know who to ask. :wink:
Ex CoD2 mapper/modder.

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Re: [cod2] jm_pier_2

Post by Rezil » April 1st, 2012, 12:42 am

April Fools! wrote:Well this has been a fun project. :)

The map is finished, you can download it at:

http://www63.zippyshare.com/v/53416478/file.html

Please test, comment and report any bugs you find! I honestly hope lots of people can

try this out, I think it's my best map yet(and I hope that's saying something).

Features:

:arrow: 3 parts with lots of interactivity(opening doors, collecting stuff)
:arrow: Objective system, you need to complete objectives to progress
:arrow: A story told through text messages and the map itself
:arrow: New xmodels
:arrow: Lots of textures and sounds
:arrow: Innovative scripting(custom objective system, cutscenes etc.)

and lots more. Enjoy! :)
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.

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