"Compound 6" (name subject to change), built on Red Desert, currently consists of 4 sections. The Village, the Ruins, the Tower, and the Compound/City.
All small touches (plants, decals, accents) will be added at/towards the end of the build.
Until optimization is dialed in, all friendly and enemy AI is replaced with placeholders, they should be fairly obvious. Feel free to go thru and place the AI where the placeholders are if you want to fight thru the map. (Wolves go in the cages ) Warning: Adding the AI to this map will destroy framerate.
6/1/11 v1.1
For the most part this change involves the completion of the parkour tower, and the road system for the city/compound. I also threw in a few placement corrections to avoid glitching.
The tower now extends beyond the gold rings to the spiral skullcase for a nice view of the city. Since the latest update (a133) dealing with character collision, there are a few parts on the course I needed to fix, mainly the leaning platforms before the beam section, making it now easier to traverse. The beams also needed to be adjusted after the a133 update, so they are slightly different, and I would say slightly more difficult. I fixed a few walls that would allow you to skip ahead on the course, as well as added the center tower, and the aforementioned spiral skullcase. Oh, and there are now CHECKPOINTS! Endless thank-yous to ZramuliZ for the creation of the Linear Level Kit, get it here, and/or the files are also included with "Compound 6" v1.1 and higher. Get to the top if you can, and you'll have a nice overview inside the stone walls. Couple of tips: Use grab as often as you can, and, when traversing the beams, use the space between your bunny ears to line up your jump. Good luck!
The City has changed...well, the walls now house something resembleing the beginning of a city. The original building has been taken out (its saved, so it's likely to make a reapearance), and the road system has been placed. The overall layout of the road will likely stay the same with maybe a few additions, but the positioning might change (to square off better with the non-square walls..) but I'll see how it feels for a bit.. I also placed Aubreys Arena in just about the only place it would fit in the walls, given the uneven terrain. I even had to copy the arena, and flip it upside-down to extend the base so it would reach the ground and not have the arena half burried in the sand.
Thats it for now, enjoy!
Download:
v1.1.1 added files for checkpoint/kill system
http://ogmods.antonriehl.com/downloads/ ... v1_1_1.zip
(Hosted by Anton)
This map (re)places the following files:
BACK UP aschar.as before you install
- Data\Scripts\aschar.as
Data\Materials\kill.xml
Data\Materials\checkpoint.xml
To install: Merge the Data folder provided with the one found in your install directory, as well as all folders found within data.
To run: Once in OG level choosing screen, type "compound_6.xml" into the space provided.
If you have any problems or questions feel free to ask, I am nearly always in the IRC channel, or just leave a post, and I'll respond as soon as I can.
Screenshots: