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Map Making - Inspiration Thread [message #216458] Thu, 31 August 2006 08:18 Go to next message
Halo38 is currently offline  Halo38
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Hi all,

I play often on fan maps, seeing fan maps that are often just combinations of different textures on different sized boxes slowly depresses me. So I’m making this thread and updating it fairly often when I come up with new ideas to hopefully inspire the people still making maps.

You'll need to click the links to see anything bigger than 800x600

I'll start with a....




snow and ice based environment:

Dwarf Trees

http://www.beringia.com/climate/images/permafrost-drunkfores t.jpg

small "dwarf" trees are common in siberia and could be used in an interesting infantry only area to fight amoung also notice the contrast between the dark trees and the light sky - feels quite erie - also consider other plants with 'stunted' growth


Tunnels

http://www.steinborn.org/gifs/alaska2/tuk-icehouse-permafros t.JPG

Underground tunnels could be filled with Icicles - again could be used to hide behind - makes the user interact with the environment and it's better than just a straight tunnel


Glaciers

http://www.chikyu.ac.jp/shiraiwa/glacier/glacierphoto/Siberi a/Siberia.jpg

glaciers in siberia - back ground hills like this could be easily modlled and textured and provide an interestinly contrasting back drop to a map


Crystals

http://www.thulebageren.dk/gallery/permafrost%20crystals.JPG

Notice the shape of these permafrost ice crystals you could use a simalar shapes in the textures on cave walls perhaps blended in maybe, adding in actual models of ice crystals in this type of shape to enhance their presence.


Cut away hills

http://seagrant.uaf.edu/news/04ASJ/images/permafrost.jpg

more dwarf trees by a river - but notice the shir drop from the top of the hill to the river - you usually see this where a glacier has passed (over a very very long time) and cut its way through the hills i'd assume due to the permafrost the hills don't erode away easily and often retain their shape.

http://www.gi.alaska.edu/snowice/wedge.gif

Another hill side carved out by a glacier - note the shape of the wall and the texture


Permafrost mounds

http://www.kennislink.nl/upload/135320_962_1124311347304-per mafrostMethaanG.jpg

better than a flat plane


Threatening hills

http://www.awi-bremerhaven.de/www-pot/geo/geopics/paleoperm1 A.jpg

Notice the sharp lines in these cliffs giving them an almost threatening feel complimenting the harsh environment


Over hanging cliffs

http://www.yukonheritage.com/Sign/00images/00dempsterslumpic icle.jpg

Note the over hanging cliff and icicles with dead/dying grass on top - also looks quite threatening


Man made structures

http://tapseis.anl.gov/guide/photo/images/BLMAKMA660.jpg

man made structures like pipelines also add to the environemnt while also being easy to make with much repeatable geometry and textures - the vertical lines in this pipeline also compliment the verticall lines of the trees in the back ground.


Mystery

http://www.agsconsulting.com/images/misc002s.jpg

and finally an abandoned log cabin also can give your map a bit of mystery





Thats all for this one feel free to debate/comment or request ideas on certain types of environments, I hope this inspires you to create something wonderful!

Stickying this because I love this idea--YSL

Edit: lol, I though it was deleted at first when I couldn't find it Big Grin ty YSL

Re-stickied for two weeks. --YSL


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[Updated on: Wed, 04 October 2006 14:18] by Moderator

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Re: Map Making - Inspiration Thread [message #216459 is a reply to message #216458] Thu, 31 August 2006 08:22 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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Floating islands based environment



http://rogerdean.com/images/FI_15_01.jpg

with low gravity soilders aswell as flying infantry jumping from floating rock to rock? zen in half-life maybe? think how this would effect the current use of weapons in ren if a beacon was planted would troops fly around rocky caves around the base of the floating island to locate it


quick concept

http://www.n00bstories.com/image.fetch.php?id=1014056135



Maybe you could take the fantasy idea a bit further

http://www.rpgamer.com/games/atelier/aiem2/art/aiem2art011.j pg

or

http://www.nearworlds.org/gallery/terragen_floating.jpg

Good luck, go develope some great ideas Big Ups


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[Updated on: Fri, 08 September 2006 14:32]

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Re: Map Making - Inspiration Thread [message #216676 is a reply to message #216458] Fri, 01 September 2006 09:55 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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Colonel

Shipyard - Harbour - Dock environment


Here's my take on elements you could focus on when making a dockyard environment

You'll have to click the links now as i'd rather they not get removed due to too much hot linking.




Cranes:

http://grail.cs.washington.edu/projects/office/dewey/china/p hotos/shanghai/shipyard/cranes_m.jpg

These structures could be appealing to snipers - note the way they dominate the sky line and their rusty appearance - rust is always a common site in dockyards so adding rust to your textures will add to the feel of your map.


Crane and Scrap

http://grail.cs.washington.edu/projects/office/dewey/china/p hotos/shanghai/shipyard/crane.jpg

Here is an excellent highres referance of a crane notice the rusty, desaturated and dul appearance - the scrap around it's adds to the environment visually and gives players something to sneak around.



Ship yard work shop - warehouse

http://mk23.image.pbase.com/u30/leojmelsrub/large/19106357.D SCN0767.jpg

http://content.answers.com/main/content/wp/en/3/3b/Compresse d_gas_cylinders.mapp_and_oxygen.triddle.jpg

large warehouses seen here can be made to have repeatable geometry (as we as textures) notice the concrete pillars on the left and frame work can all be easily repeated after you have made one - giving more detail in your map with less work and it looks pretty good too. - the objects found in such work shops are usually large and geometicly shaped like the large green machinery on the right of the top image and compressed gas cylinders remember golden eye? - http://goldeneye.detstar.com/beta/stackedtanks.jpg



Dry docks

http://www.shipyard-leda.hr/images/Launching/Launch%20bg/DSC 03098.JPG

Imagine runnining around under a ship in a dry dock shooting at your enemies the supports have been damaged alot suddenly there is a creek a crack and the ship collapses on top of you! - this type of event is easiy created and animated in game with a damageable model (like the falling sand bags found in level edit)



Docked ships

http://www1.istockphoto.com/file_thumbview_approve/559970/2/ istockphoto_559970_docked_ship.jpg

http://www.canalmuseum.com/canalphotos/ships-19.jpg

http://jonesacthelp.com/images/Ship%20at%20Sea.jpg

Placing docked ship models around the harbour will look better than just having a oceon extending out to the horizon, with docked ships you could also allow players to climb aboard and explore them placing container crates and other object on the decks to add to gameplay and detail - you could also place the ships models in the distance out at sea to add to the environments visual detail.




Shipping Containers

http://www.katrinadestruction.com/images/d/12794-2/new+orlea ns+shipping+containers

http://www.marinefirefighting.com/Images/Familiarazation/Con tainer%20ship%20heavy%20load.jpg


these could be used to easily create maze like environments and being sooooo easy to model there is no excuse not to make something intersting out of them.


Vechiles

http://www.almc.army.mil/alog/issues/JanFeb03/Web%20photos/M S829%20Sidebar%20Photo.gif

You could even make a fork lift truck that players could drive around running other players over


Usable Cranes

http://nevadanorthernrailway.net/images/Steam%20Crane/Steam% 20Crane%202.jpg

Cranes like these could be used by players to interact with their environment they could be set up as vehicles or turrets and have their animation collision mode set to Kill - you could also model a wrecking ball on the end if you prefered.


Gone in 60 seconds

(couldn't find an image)

Remember the last car chase around the docks under construction? could provide some inspiration too... possibly some exploding compressed cylinders?



This type fan map environment as never been done for renegade in 'great detail' before? could you be the first?

Have fun


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Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena

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[Updated on: Fri, 01 September 2006 09:59]

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Re: Map Making - Inspiration Thread [message #217859 is a reply to message #216458] Thu, 07 September 2006 08:14 Go to previous messageGo to next message
jnz is currently offline  jnz
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is there a way to stop poeple from going off the side of the map exeptr using mountains, walls or water?

this has inspeired me to create a map Wink
Re: Map Making - Inspiration Thread [message #217862 is a reply to message #217859] Thu, 07 September 2006 08:19 Go to previous messageGo to next message
LR01 is currently offline  LR01
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invisble wall!!! (I never use this)

trees?


Moding can be real Fun...
Re: Map Making - Inspiration Thread [message #218071 is a reply to message #216458] Fri, 08 September 2006 12:49 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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yes, an invisable wall is often used to prevent players falling off a map or bridge etc... If you play C&C_Field you will notice there are invisable walls near the water fall to prevent you falling, but these were removed from C&C_Field_TS - here is how you set them up

http://i97.photobucket.com/albums/l237/paulchettle/inviswall.jpg

imagine the grey box is your ground mesh and the blue plane is your invisable blocker. with these settings you will still be able to shoot through the plane.


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Re: Map Making - Inspiration Thread [message #218100 is a reply to message #216458] Fri, 08 September 2006 14:30 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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Considerations When Making Tunnels


Most fan maps contain tunnels of some sort and more than often these tunnels are very bland and lack detail, so here I will explain how a little bit of extra work goes a long way

See my map C&C_Bio to see how I created tunnels that while being graphically detailed also encourage players to interact with them by placing objects that players can hide or take cover behind.



Service Tunnel 'A'

http://matt.wandel.ca/tunnels/verylong.jpg

This industrial looking tunnel has lots of repeatable features the support brackets on the right and the pipes which extend all the way to the end - notice the cables lining the left wall are not perfectly straight adding realism and that normal imperfection that is seen in real life - I mention this real life imperfection as it very easy to just make a few cylinders and extend it to the end of the tunnel without thiniking about kinks and slight bends that make the cable more realistic.


Service Tunnel 'B'

http://matt.wandel.ca/tunnels/thegrid.jpg

http://www.fuzzums.nl/~loesje/tunnel/tunnel_noord.jpg

These tunnel also shows repeatable features that could also be easily made in 3d and copied, also notice the extreme light and extreme dark in these images turning your ambient light and sun light off will enable you to light an environemnt exclusivly with your own point lights much like this, if you have ever played or seen "Splinter Cell" you will be aware of the drama that you can give to an environment with clever use of lighting (I will most likly mention lighting in general another time)



Rocky walls

http://www.oregon.gov/ODOT/CS/SSB/images/tunnels/mosier_cons truct.jpg

The walls seen here are quite jagged and stick alot this type of detailing could be easily be used to hide other tunnels in your cave systems. This makes the environemnt that little bit less predicatable, as anything could come from any where.



Breaks in your tunnel

http://englishriverwebsite.com/LewisClarkColumbiaRiver/Image s/mosier_twin_tunnels_bicyclist_2005.jpg

http://www.sgtowns.com/photos/images/chiangmai/tunnels.jpg

Here we can see that a tunnel ends and a new section begins there is no clear turning left or right so it seems pointless at first, but breaks like this can help open up an other wise clostrophobic environment. This feature can also give you new possibities when it come to light too, a bridge could also be used to connect the two tunnels. also note the repeatable frame work of the tunnel walls. In the second image you can also see green plant life growing on the floor and leaves creeping in from the outside linking the visuals in the tunnel with the outside world.



Tunnels without walls

http://www.roadsage.com/images/kauai/tunnels.jpg

Here we see that a tunnel is created not by using walls but over hanging trees and other vegitation invisable blockers can be used to stop players walking too deeply into the vegitation



Arches

http://www.campsci.com/museum/images/45g.jpg

Easly made These also give you the opertunity to make extra tunnels where you like



Diffrent types of Tunnels

And just to get your creative juices flowing here are some diffrent types of tunnels that grab my attention.

http://kaedrin.com/fun/images/corridor.jpg

http://www.sealife-timmendorf.de/pi_foto010.jpg

http://www.opacity.us/images/db/12/60/0000002050.jpg

http://www.oxford-chiltern-bus-page.co.uk/upload030705/Gerra rds%20Cross%20Rail%20Tunnel%20Dennis%20Troughton.jpg

http://www.minispace.co.uk/blog/images/tunnel.jpg

http://www.berge.ch/berge_az/t/tunnel/tunnel.jpg

http://www.arrakeen.ch/usamex/111%20%20small%20tunnel%20thru %20the%20rock.jpg

http://www.mabot.com/images/2000/n5/0002-1911%20stairway%20a t%20end%20of%20tunnel.jpg

http://www.nci.org/05nci/09/iran-tunnel-photo-091605.jpg

http://www.alaskarails.org/potw-archive/2006/RH_moody-tunnel .jpg

http://www.hoermann-bc.de/palma_bilder/Marcos%20y%20Cordero% 20%20Tunnel%20Nr%2012.jpg


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[Updated on: Fri, 08 September 2006 14:39]

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Re: Map Making - Inspiration Thread [message #218101 is a reply to message #217859] Fri, 08 September 2006 14:33 Go to previous messageGo to next message
futura83
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Viva la Resistance!
help-linux wrote on Thu, 07 September 2006 10:14

is there a way to stop poeple from going off the side of the map exeptr using mountains, walls or water?

this has inspeired me to create a map Wink



water cant stop you, it is the invisible wall method used for that

(there is some on under in nods base)


This is a signature. Reading this is wasting your time.

[Updated on: Fri, 08 September 2006 14:33]

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Re: Map Making - Inspiration Thread [message #218212 is a reply to message #218101] Sat, 09 September 2006 01:25 Go to previous messageGo to next message
LR01 is currently offline  LR01
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making detail on a tunnel isn't easy

Moding can be real Fun...
Re: Map Making - Inspiration Thread [message #218277 is a reply to message #218212] Sat, 09 September 2006 08:02 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
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LR01 wrote on Sat, 09 September 2006 04:25

making detail on a tunnel isn't easy



Thats why I made a post to explain ways of going about the problem of detailing a tunnel


3D Tunnel Example


Here is a 3d example this took me 18 minutes to make. I made and rendered it in 3dsmax but the mesh uses the same principles as gmax

http://i97.photobucket.com/albums/l237/paulchettle/tun00.jpg

Things that could be done to improve this would to add some 'clutter' leaning up against the right wall to break up the line that is created where the wall and the floor meet, and a few crates for players to use as cover, also you will notice that there is a hole in the roof of the tunnel at the end of the corridor I also should of placed some debries from the roof on the floor underneath the hole

Here are close up shots of the elements that were modelled once and copied they are very simple but when replicated are very effective when detailing your tunnel.

http://i97.photobucket.com/albums/l237/paulchettle/tun02.jpg
made from a box, and copied

http://i97.photobucket.com/albums/l237/paulchettle/tun03.jpg
made from a box, copied, attached and welded together

http://i97.photobucket.com/albums/l237/paulchettle/tun04.jpg
made from a box, and copied

http://i97.photobucket.com/albums/l237/paulchettle/tun05.jpg
made from boxes and cylinders


Thats all i'm saying in general on tunnels, moving on to something else soon.


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[Updated on: Wed, 13 September 2006 11:35]

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Re: Map Making - Inspiration Thread [message #218385 is a reply to message #218277] Sun, 10 September 2006 00:42 Go to previous messageGo to next message
LR01 is currently offline  LR01
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I most thank you for this, it really helped me making a better tunnel Thumbs Up

(without this my tunnel would just be a box)


Moding can be real Fun...

[Updated on: Tue, 19 September 2006 09:13]

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Re: Map Making - Inspiration Thread [message #220826 is a reply to message #218385] Thu, 21 September 2006 17:36 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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Yea, That is something that dosn't just make tunnals easier to make, it makes things like buildings easier too.

Think of it as building with blocks (exept you design your own blocks before you start to build)

Make a bunch of pieces that would look good when placed ontop of eachother, and by a series of copying and pasting... you can build something really cool.
Re: Map Making - Inspiration Thread [message #222408 is a reply to message #216458] Tue, 26 September 2006 05:21 Go to previous messageGo to next message
XSilent0X is currently offline  XSilent0X
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Here are some more Inspiration Pictures,

http://xsilent0x.stalker-contact.de/Map_Making_Inspiration/002.jpg
http://xsilent0x.stalker-contact.de/Map_Making_Inspiration/003.jpg
http://xsilent0x.stalker-contact.de/Map_Making_Inspiration/004.jpg
http://xsilent0x.stalker-contact.de/Map_Making_Inspiration/006.jpg
http://xsilent0x.stalker-contact.de/Map_Making_Inspiration/007.jpg
http://xsilent0x.stalker-contact.de/Map_Making_Inspiration/005.jpg



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Re: Map Making - Inspiration Thread [message #223552 is a reply to message #216458] Fri, 29 September 2006 13:41 Go to previous messageGo to next message
PaRaDoX is currently offline  PaRaDoX
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http://i25.photobucket.com/albums/c66/PaRaDoX_seal/13ba115e.png

not detailed and a little out of date, most of the real details will come form scripts 3.0... so keep an eye out :3


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Moee wrote on Wed, 31 May 2006 00:10

U 2 bumb as a pot

[Updated on: Fri, 29 September 2006 13:44]

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Re: Map Making - Inspiration Thread [message #223660 is a reply to message #223552] Sat, 30 September 2006 01:04 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Is that for Renegade?

Moding can be real Fun...
Re: Map Making - Inspiration Thread [message #224057 is a reply to message #216458] Mon, 02 October 2006 08:05 Go to previous messageGo to next message
Mad Ivan is currently offline  Mad Ivan
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YSL, Sticky please Very Happy

Paradox, that render is in 3ds max, right?


[Updated on: Mon, 02 October 2006 08:09]

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Re: Map Making - Inspiration Thread [message #224072 is a reply to message #224057] Mon, 02 October 2006 09:22 Go to previous messageGo to next message
LR01 is currently offline  LR01
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I can't image that that is done in Gmax, and if its done, it would take way more time then in 3ds max

Moding can be real Fun...
Re: Map Making - Inspiration Thread [message #224420 is a reply to message #216458] Wed, 04 October 2006 02:17 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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This topic actually helps quite a bit to get inspiration and motivation for other projects as well as ren ones. Some really good tunnel pictures you got posted here which has now given me alot more ideas on creating more complex designs without using too extreme of an ammount of polygons etc.

Figured i would try at making one of those pics posted since it looked really cool.

Tried a similar version as this pic here,though not exact lol.
http://www.minispace.co.uk/blog/images/tunnel.jpg

http://img.photobucket.com/albums/v160/blazea58/tundone1.jpg

And remember, renegade isen't shy with tons of polygons as i have noticed recently with some tests.

http://img.photobucket.com/albums/v160/blazea58/polygonoverload.jpg


http://i175.photobucket.com/albums/w125/Blaze558/ECW_WebBanner1.jpg

[Updated on: Wed, 04 October 2006 02:29]

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Re: Map Making - Inspiration Thread [message #224434 is a reply to message #224420] Wed, 04 October 2006 05:35 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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blazea, what was the frame rates when you ran the map?

nopol10=Nopol=nopol(GSA)

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Re: Map Making - Inspiration Thread [message #224460 is a reply to message #216458] Wed, 04 October 2006 07:18 Go to previous messageGo to next message
Zion is currently offline  Zion
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And your system spec (not everyone has the same and some have old machines)?
Re: Map Making - Inspiration Thread [message #224543 is a reply to message #216458] Wed, 04 October 2006 15:31 Go to previous message
Blazea58 is currently offline  Blazea58
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Well frame rate is gittery but it is constant at around 70 ingame. System specs aren't all that great for me, but still sufficiant.

Got 2.01 GHz 1 gig Duel channel ram, Geforce 6600 gt, and the works. I know alot of people now have decent computers,and renegade's limit seems to be near infinite, because even that map alone is 100x100 metres wide, and 1.4 million polygons all split up into 4800 polygon sections. Thats the only lmitation i have found is that it cannot handle over 5000 very well per mesh.


http://img.photobucket.com/albums/v160/blazea58/Game2006-09-2601-19-45-95.jpg
But yea this is off topic anyways, just thought i would show that the limits of creation on the ren engine can surpass what was thought before even without vis.


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