Showing posts with label undertone. Show all posts
Showing posts with label undertone. Show all posts

09 October 2009

More Sand

Understone has updated his developer's journal with some new screen shots of ps_sand. Currently, undertone has been working on HDR lighting and color for the map, as well as a few balance issues such as adding doors to the spawns to prevent spawn camping, as well as the adjustment of props and removal of some cover elements.



02 September 2009

Greenstone

Undertone's new map, tc_greentone is in beta and is reading for testing he wrote in his developer's blog.

22 August 2009

More Sand

Undertone has posted updated screen shots of ps_sand in his developer's journal. Expect for some minor detail for the interior parts of the map, undertone believes that ps_sand is "good to go."

18 August 2009

Map Showcase - PS_sand

The classic choke point map returns to FAS with an actual theme instead of a linear corridor with no immersion. Undertone has posted some screen shots of the map in his developer journal, but Shinobi has posted some screen shots with the added detail that undertone's screen shots lack such as models and a 3D sky box.


Map Showcase - SD_mine

The TP classic reborn as a SD map on FAS, sd_mine is finished, baring any bugs or game play issues.



Map Showcase - TC_Greenstone

Formally tc_wtf, undertone has continued the work on this TC map that features game play akin to "king of the hill" with red team as the natural defender of a lone TC point with blue trying to take it; though undertone stated that this "is not forced."

Unlike a lot of other FAS maps, tc_greenstone is very open.


27 July 2009

Tom Clancy's Work Time Fun

Undertone is working on a unamed FAS map, currently titled tc_wtf. The map is still in the design process, but he has posted some pictures in his developer's journal.


31 December 2008

Sand

Undertone has updated his developer journal with screen shots of his newest project, ps_sand. PS_sand, a remake of the FA classic has undergone a drastic change from the original. The reason for this change Undertone said is that "it would have been a little boring and a bit of a stretch on the suspension of disbelief if the map was just rocky walls and concrete... facilities."


As you can see the map has undergone drastic changes from its original creation.


08 September 2008

FAS's Laundry List

Hitman has updated his developer's journal with more information about FAS. Hitman states that the coding for FAS is mostly complete and many features he has been working on the past few months have been implemented: flag icons displayed on the HUD, SD crates now give a destroyed notification like TC flags do for reinforcement drain, locations work, the radio system works, a new flexible UI, many bugs are fixed, and a massive memory buildup has been resolved which has improved stability and performance.

Even with all that done, there is still more work to do. Hitman and Maddog are working on new HUD art, trying to implement it for RC1. The FAS Team may present different renditions of the HUD and let the community decided how it should be implemented.

Hitman has also updated the ModDB site and as of writing this, FAS is number one!

Hitman has also included a new screen shot of sd_mine, which Hitman describes as "arguably our best looking map" by undertone.

05 September 2008

The Architect

Undertone has updated his developer journal with a lengthy post detailing the mapping projects he has done for Firearms: Sources, as well as the problems that he as a mapper faces when creating maps.

The first project undertone talks about is a tc_map named euphrates. undertone describes the map as a "massive, middle eastern, and massive. It was supposed to be set in a very urbanized city with a river running down the center with 3 bridges". He explains that due to the size of the map, the limits of the Source engine and the sheer amount of custom content needed for the map, it would never meet his expectations as a quality map.

Undertone also talks about his work on obj_bocage originally made by AlejandroDaJ for FA 2.6. While this map possibly could of been released with FAS RC 1.0, undertone said "this map is huge, and we don't really realize it." Undertone states the map's geometry is about 20-30% finished, but still requires a lot of custom models and textures before it can be considered for release.


Some smaller maps that undertone talks about are tc_york, ps_rose and tc_saprosa. TC_york is a small territory control map in the same vein as tc_iwojima. TC_york has been played by the FAS Alpha Testers, but the map has been dropped from testing because as Undertone describes it, "[tc_york] was simple and indoor iwo, with not enough room for me to make pretty." The major problem with the map was the layout wasn't planed out limiting the space needed to make the interiors interesting. PS_rose is a map modeled after actual locations in Toronto where undertone has been. PS_rose as undertone explains, "lacked direction or a good layout". Undertone also mentions a map based on real life events, tc_saprosa. "Saprosa was supposed to be a winter prison break, based off of the prison break in Afghanistan from the facility of the same name", undertone explained.

Some of the more interesting maps that undertone talks about are sg_onset and wm_thrill. SG_onset was a map based in a mall and offered a new game play mode. Undertone said, "we decided the theme of having the map in a mall didn't fit firearms all that much so I dropped it." Even though the map has been drooped undertone said, "I do plan on using [the new game play mode] again in the future." WM_thrill (possibility a map set in a theme park) was another map that offered a new game play mode, which undertone said was to ambitions for the first RC. As with sg_onset's game play mode undertone plans to revisit the game play mode in wm_thrill after the first release of FAS.

Undertone talks about his remake of ps_sand a very old FA map. PS_sand has been worked on for some time and should enter testing in the next few weeks. The FAS remake of ps_sand will only have slight differences in the layout. "If you remember the old map, then this one will feel nearly exactly the same" undertone said.

Lastly, undertone talks about an unnamed map which involves a lot of custom content from Naota. Also anyone who wishes to contribute is more than happy to.