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 Post subject: Birth of Levi [v2.0]
Posted: December 14th, 2014, 4:38 pm 

I sometimes open up a server where people can join so they can test it out with me. However, due to the demands (can be quite bothering actually :? ) I decided to make this topic. The map still is WIP.

http://fs5.directupload.net/images/170701/rpx2plds.jpg
http://fs5.directupload.net/images/170701/ckgokn5e.jpg
http://fs5.directupload.net/images/170701/6fej783m.jpg

EDIT: Looks like the limit of the map is reached. When importing the new script, parts of the new script are in the actual game when you play, but in the level editor, it won't load the new objects at all.

EDIT2: Script added. The game and editor don't load the map completely so I don't see a reason to work on it any longer currently. When it's possible to edit it again, I'll work on it again, but for now please have fun playing it. Enjoy!
Btw it is more interesting to play with infection mode on it. The map is quite large so when someone gets killed, he will be respawned as titan, so you won't have to wait too long for the next round.

EDIT3: Script updated.
+ forest and abandoned city (surface)
+ more houses
+ torture tools
+ titans will spawn on the surface, so feel free to explore the underground city

EDIT4: Final Version is uploaded.
+ some additions to the map, such as leaves, bushes and so on
+ 8 titans will spawn in the underground city, 7 will spawn on the surface
Of course, I'll still work on it from time to time to add some features, but the map itself is done for now. It already took long enough to make it. Thanks again to RC for fixing the code!

EDIT5: 2.0 is uploaded!
After a few years, I decided to update the map, so here it is. The city contains much more houses than before, also canons and more stuff to explore. You will no longer clip into the ground!

v1.1
+ major fixes
+ one more secret easter egg

v1.2 (since I get kicked out of the game, here's the update so people can play it by themselves)
+ changed the leaf colors and added some more
+ rebuilt the stairs to the surface, now more like OVA

v1.3.1
+ improved ceiling (not flat anymore)
+ improved pillars
+ more spikes
+ entrance fixed

v1.4
+ adjustments

v1.5
+ team spawners added
+ less objects, might improve stability, perhaps not

v.2.0
+ surface three times bigger than before
+ no more clipping and getting stuck when landing on the ground
+ changed the way to the surface, now much faster and more accessible
+ more houses
+ more details

Gas locations:
Underground City = spawn, church and top of the big tower
Forest = entrance, church and execution place

OLD VERSION
Code v1.5:
https://docs.google.com/document/d/1FFgnFPHFpwSmC8pqc26xf0ePCmg8R5VV0cq0zgY1pZE/edit?usp=sharing

NEW VERSION
Code v.2.0:
https://docs.google.com/document/d/1w5GE2zBmVCedSHlEvR91Pj5JTPN-FRc52ojEtKOn3qI/edit?usp=sharing

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 Post subject: Griffinbound's Trost (WIP)
Posted: January 24th, 2015, 5:12 am 

Note: Recommended Titan sizes are 1 through 3. 1 through 4 (normal sizes) all work, but listing the maximum Titan size as 3 seems to fit best with the scaling of the map. To achieve this, type "/mode size 1 3" into the chatbox if you are the master client. If you plan to use this script, please keep this in mind while setting up your server. Thank you.

Hey guys. I'm Griffinbound, and I'm new to this forum. In this thread, I would like to share my progress towards what will hopefully be a worthy representation of the anime adaptation of Attack on Titan's Trost District for free use in the Attack on Titan Tribute Game. This thread will be periodically updated to match the current standing of the map script. Note that this is a work-in-progress, and as such will take time to complete. For a list of version features, bugs and issues, please refer to the space below the script.

Also, I hate to be "that guy," and I don't mean to sound cocky, but please give me credit should you choose to use any of my work. Thank you.

http://pastebin.com/n6vXnLPA

http://puu.sh/fljQh/1bdc04f902.jpg
http://puu.sh/flk1V/6e526c1366.jpg
http://puu.sh/flke1/71b94ee6e3.jpg
http://puu.sh/flknX/749177015c.jpg
http://puu.sh/flkwh/d5b550d68c.jpg
http://puu.sh/flkBt/18f7ad78ba.jpg
http://puu.sh/flkHt/c6a9f86611.jpg
http://puu.sh/flkRR/d2686ca78f.jpg

v1.9 Features:
-Completed HQ w/ Underground Supply Room and Courtyard (ready for release, but I'll likely be adding to the structure post-release)
-Anime-authentic elevation (this will be expanded on; the stairwell for the HQ is unfortunately lengthy as it is the only way to keep a realistic HQ spawn while giving off a sense of elevation, as the HQ is supposed to be atop a large central hill)
-District walls
-Outer gate (breached), Inner gate
-Canal/waterway
-Outer gate trenches/defenses (WIP)
-Outer gate community (WIP)
-Roads (WIP)
-Buildings/Clocktowers (WIP)

v1.9 Bugs/Issues:
-Some textures flicker. I might go back and fix what I can, but for the most part I won't be doing anything about this because most of the fixes would screw with the map.
-The skybox is buggy on higher quality. RiceCake appears to be working on this.
-Players do have some space to go outside the map, but this isn't recommended. I haven't developed anything out there yet, nor do I really plan to. All one will see is the edge of the map and the end of the canal.
-Some of the textures are a bit of an eyesore due to stretching. I am definitely planning on touching this up after the initial release to make things prettier, but the priority is to get the first playable version of the map out to you guys for testing and entertainment.

Comments? Questions? Suggestions? Leave them below. Enjoy.
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