|
|
|
|
|
|
Re: Another WIP map. [message #185223 is a reply to message #185222] |
Tue, 10 January 2006 14:51   |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
rm5248 wrote on Tue, 10 January 2006 22:37 | The temple's pillars shouldn't be so alike each other... Some should have fallen parts on the ground, be of different heigths, etc.
|
I'll make some broken pillars.
I need some suggestions for the other "stages". I'll explain how I wan't to make it work in a bit more detail.
Once you enter the temple (or any gate/door) and passed a black wall you will be teleported to a different location. Some will be interior, some not. Why teleport and not just make the map as 1 big piece of terrain? Because this way AI bots won't all be comming to the same place when they "sence danger" as they won't know the way (AI pathfinding doesn't detect teleport zones). It also adds a bit of exploring and thinking "what will be hiding inside the next room?". I will also be able to change the music for each location.
I hope I can make the map so respawning mobs/defenses won't be needed. And the final room will be holding something to end the game. (probably a Nod building or beacon ped)
[Updated on: Tue, 10 January 2006 14:53] Report message to a moderator
|
|
|
|
|
|
|
|
Re: Another WIP map. [message #185339 is a reply to message #185196] |
Wed, 11 January 2006 07:58   |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
|
Commander |
|
|
I dunno when i personally look at it, i dont see much of an exciting layout in terms of design overall. The middle itself needs to be expanded as thats the center of attention. Sure you will have teleports but the actual main terrain in my opinion is the most important. It looks like its still low polygon and could still be greatly improved in terms of design.
I would highly suggest not having such round cliff edges and actually moving each verticy individually so it creates more of a natural feeling rather then an artificial look.
You gotta setup some boulders and rocks which should be ranging from small to very large, as well as some cactuses and other assorted varietys of objects to really give it the true feelng. Backdrops would be nice, perhaps get pics of the desert somewhere and make them seamless, and then you may have something more appealing to look at.
More peices need to be added to the pillar area as it doesnt quite remind me of ruins with the way its setup.
Good map to start, but for me to go out of my way to play one it really has to be something special and something that expands from all the maps we play on that kinda have the same overall feeling.
http://www.smh.com.au/ffximage/2005/04/27/templeofbel_widewe b__430x251.jpg
I think something like that seems more fitting if it were just loosly based on that.

[Updated on: Wed, 11 January 2006 08:12] Report message to a moderator
|
|
|
|
Re: Another WIP map. [message #185367 is a reply to message #185196] |
Wed, 11 January 2006 14:01   |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
The "bridge" was placed there in a hurry. GDI didn't have enough time to build a concrete one.
I will add backdrops (probably models as I don't have the right textures to do something else, I'm stuck with those of renegade). The temple will get more detail and rocks and other objects will be placed for cover/decoration.
Keep in mind my main focus here is gameplay, not looks. But I'll try my best anyway.
Also, If anyone want's to help and create a "stage" you are more then welcome to do so. It doesn't have to be large. Maybe we can turn this a bit into a community project where everyone adds a bit to the map? Just a suggestion.
[Updated on: Wed, 11 January 2006 14:01] Report message to a moderator
|
|
|
Re: Another WIP map. [message #185401 is a reply to message #185339] |
Wed, 11 January 2006 16:31   |
JRPereira
Messages: 233 Registered: April 2003 Location: Earth
Karma: 0
|
Recruit |
 
|
|
Blazea58 wrote on Wed, 11 January 2006 09:58 | Sure you will have teleports but the actual main terrain in my opinion is the most important.
|
I'm still wondering what the benefits of being able to teleport around in this map will be. As far as I can see, it would just defeat the use of vehicles, and allow you to skip possible uninteresting parts of the map (and the entire map should be interesting; the boring areas should have details added or just be removed).
To avoid the confusion::
WOL nick - JRPereira
Full name - Justin Robert Pereira
http://tiberios.justinpereira.com
One of the few things that truely seperates man from animal is the urge to leave a legacy. One only lives forever in the memory of others.
|
|
|
Re: Another WIP map. [message #185408 is a reply to message #185196] |
Wed, 11 January 2006 16:47   |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
I already named the benefits teleporters have over normal map layouts for this somewhat special gameplay.
Vehicles will still be used but they may not always be usefull unless you are attacking turrets and other heavy defences.
And you won't be able to run trough the map. I'll make sure getting from 1 teleporter to another will need a lot of teamwork.
[Updated on: Wed, 11 January 2006 16:48] Report message to a moderator
|
|
|
|
|
|
|
Re: Another WIP map. [message #185508 is a reply to message #185196] |
Thu, 12 January 2006 14:31   |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
I don't wan't to waste too much time to model a vehicle just to make that part of a map look beter. I will add 2 support pillars under it and that's it. (because I personally think it's fine)
The mountains may look man-made from top down view but once in-game you will hardly notice it.
[Updated on: Thu, 12 January 2006 14:32] Report message to a moderator
|
|
|
|
Re: Another WIP map. [message #185525 is a reply to message #185196] |
Thu, 12 January 2006 16:53   |
Naamloos
Messages: 771 Registered: April 2004 Location: The Netherlands
Karma: 0
|
Colonel |
|
|
Anyone know where I can find a decent tutorial for interior building modelling? (something more advanced then the stuff on renhelp would be nice...)
Atm I don't really know how to do many things for interiors. Mainly boolean is being a pain as it only allows me to use it once for each object.
Edit: Gmax only... I don't have the money for 3dsmax.
[Updated on: Thu, 12 January 2006 16:54] Report message to a moderator
|
|
|
|