Map:emp tropicvendetta: Difference between revisions

From Empires Wiki
Jump to navigation Jump to search
Line 53: Line 53:


==Screenshot Repository==
==Screenshot Repository==
http://empires.martinpace.com/images/johnshandy/emp_tropicvendetta
*[http://empires.martinpace.com/images/johnshandy/emp_tropicvendetta_b2 Screenshots (Alpha 4, Beta 2)]
*[http://empires.martinpace.com/images/johnshandy/emp_tropicvendetta Screenshots (Alpha 1, 2, 3)]
*[http://empires.martinpace.com/images/keef/tropicvendetta/tropicvendetta_b2/emp_tropicvendetta_b21024x1024.jpg Minimap]


[[Category:Maps]]
[[Category:Maps]]

Revision as of 11:07, 21 February 2009

Home > Map:emp tropicvendetta

Welcome to Tropic Vendetta, Empires' most aesthetically pleasing battlefield!

Info

Name Tropic Vendetta
Map Name emp_tropicvendetta
Version Beta 2
By John Shandy`
By [LoDw]Keef

Description

Tropic Vendetta is a map featuring a tropical island at which the Brenodi Empire and Northern Faction have both arrived in their respective blimps! Unlike any other Empires map, these blimps contain and safeguard the command vehicles. Your objective is to spawn in your team's blimp and either parachute or swim to the mainland so that your commander may begin establishing bases as you gain territory. To conquer the opposition and lay claim to the island, you must capture the enemy team's defensive SAM site (surface-to-air missile) and use it to blow out the side and bottom of their blimp, dropping their command vehicle into the sea to its watery death!

Worry not, for blimp balloons have been moved to the skybox so they don't obstruct the commander view, and capturing the SAM sites to win the round is easier said than done!

This is our first map for Empires, and my first map ever (Keef used to map back in the day for Natural Selection). I have been learning Hammer and the Source SDK as I go. I have [LoDw]Keef to thank for helping a ton with many things along the way. He made the blimps and customized them quite a lot. He also made the SAM sites, as he's far better with brushwork and special effect entities than I am. He's been an excellent friend and he's worked on this map as much as I have. Without Keef, Tropic Vendetta may not have come to fruition - at least not so quickly, as I started on this map around December 15, 2008 and it's come a long way in just over a month. Alpha 1, 2, 3, and 4 were used for private testing on the Nachos and Test server. Beta 1 was used for public play testing on various servers (thank you to all who run Tropic Vendetta on your server).

Please enjoy emp_tropicvendetta and provide as much constructive criticism as possible! Keef and I love feedback! We are expecting many negative and harsh remarks, but we hope that most of you will bring complaints & concerns to us in a civil manner that we can use to actually find solutions to any problems that occur. We will actively develop and maintain this map. We will do our best to not let older, problematic versions accumulate dust on servers!

Tropic Vendetta Beta 2 currently has known lighting and shadow issues, and has been compiled with VBSP Normal, VVIS Normal, VRAD Normal + HDR. The purpose of Beta 2 is to improve map cosmetics as well as game play.

Change Log

Beta 2

In Beta 2, you will notice that most all of the texturing has been completely reworked. Things look a bit nicer and a bit more realistic. The island is now covered in lush grass, ferns, new palm trees, and new rocks. Some lighting adjustments have been made around the map. A new easter egg or novelty feature has been added to the map: there are now two sharks that swim around the South East island. Be careful as you swim out to the SE island, as you'll hear Jaws music setting the mood, and if you're not fast or careful, those sharks may just eat you up and laugh at your misfortune!

Each team's beginning resource node has been moved near the SAM site (which should hopefully be more intuitive and emphasize the importance of the SAM site areas - remember, it is your job to defend the SAM sites, not the turrets'), starting turrets have been upgraded and relocated.

Beta 2 has been optimized ever further than Beta 1 was. Beta 2 now includes HDR lighting to those who use it. (Shame on you, but enjoy it anyways!). Tickets have been increased in Beta 2 as well. SAM site capture time has been increased and requires 3 players instead of 2.

Beta 1

Initial release.

Download

Beta 2


Beta 1

Minimap

Beta 1 Minimap

Screenshot Repository