#41
Posted August 30 2013 - 10:26 AM
because bow ties are cool
#42
Posted August 30 2013 - 04:52 PM
OdinTheWise, on August 30 2013 - 10:26 AM, said:
@_@ would just be thrilled to tears about such a thing!
Friends, I hate to say it, but I am transitioning out of Los Angeles. I will be moving back to the East Coast within the next month. This will have some impact on my participation in the Game and on this project. I will try to keep it to a minimum, and will provide updates as I am working from my laptop. I am very willful so expect to at least see some more concept images, updates, and more Desktop images!
I will however remain very active on the forums, throughout this process and after.
Thank you friends for your enthusiasm and interest in this project, can't wait to get set back up and creating again.
I already miss gaming with you guys. ;-(
Edited by Xer06siX, August 30 2013 - 04:53 PM.
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#43
Posted September 06 2013 - 12:04 AM
Peace and chicken grease.
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#44
Posted September 06 2013 - 09:58 PM
I am going to adjust the light levels later when I change the snow material. I plan to use smaller yellowed lights around the structures.
Edited by Xer06siX, September 06 2013 - 10:00 PM.
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#45
Posted September 11 2013 - 03:14 PM
The blocking of the level and placement of main structures is approx 20% complete.
Central "Pumping station" structure is in place. This will serve as hotly contested grounds, allowing either team to control the map by holding this position. It's perfect for sniper support when raiding a base for example, but it remains exposed to incoming fire as well.
A view from the back side looking towards the dam, or Base 2.
A view inside the pump station with ramps leading to an elevated platform.
Overview of the station.
A view towards the pump station from atop the dam.
Another view from the station looking towards the dam, this should give you some idea of tyhe sniper coverage offered here, I will place more meshes around so to limit the direct exposure.
Both Hydro and Ski Village are coming along nicely. More to come.
Edited by Xer06siX, September 11 2013 - 03:15 PM.
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#46
Posted September 12 2013 - 08:29 AM
Xer06siX, on September 11 2013 - 03:14 PM, said:
The blocking of the level and placement of main structures is approx 20% complete.
Central "Pumping station" structure is in place. This will serve as hotly contested grounds, allowing either team to control the map by holding this position. It's perfect for sniper support when raiding a base for example, but it remains exposed to incoming fire as well.
A view from the back side looking towards the dam, or Base 2.
A view inside the pump station with ramps leading to an elevated platform.
Overview of the station.
A view towards the pump station from atop the dam.
Another view from the station looking towards the dam, this should give you some idea of tyhe sniper coverage offered here, I will place more meshes around so to limit the direct exposure.
Both Hydro and Ski Village are coming along nicely. More to come.
#48
Posted September 15 2013 - 09:29 AM
Edited by Pastorius, September 15 2013 - 09:30 AM.
#49
Posted September 15 2013 - 03:56 PM
@erathic I will adjust the size of the trees later on, i try to keep it in perspective to human size and then go off that for the mech size.
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#50
Posted September 15 2013 - 05:39 PM
Dude. good work for real.
#51
Posted September 16 2013 - 05:23 PM
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#52
Posted September 17 2013 - 10:32 PM
Image below is a Map depicting the layout of the level. Notice the u shaped configuration, this will be supplemented with service passageways through the mountains to offer payers more choices.
Primary blocking pass is complete. Lots of meshes up already and i'm approx 65% complete with building and static mesh placement. All intended areas of play can be easily reached by the player.
Slightly updated dam structure, I also made some changes to the textures of the terrain and added the sky model, with some extra clouds.
Another view of the dam looking onward from close to the pumping station, which is the structure in the middle of the map.
Facing the pump station near the shallow pond.
Just outside of the pump station, facing toward the other base area.
The approach to the substation for the power plant, which serves as the other base.
Closer perspective.
A view inside of the substation, the barrels will be scaled down as I go through the play tests.
Looking out towards the pumping station. This POV is from a potential spawn point for players, notice the roof of the pump station is just in view.
That's it for Hydro. It's really shaping up with each pass of adjustments.
========================================================================================
Update on Ski village.
Tomorrow I am going to sit down and spend a few hours going over the level. I will setup the proper snow material, produce more house models, and adjust the lighting values, so I can achieve more contrast in the lighting scheme. I really want to get the village right, I will also try to put in the ski lift building and towers, perhaps some little flags to go in there too...
This is too much fun!
XD
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#53
Posted September 18 2013 - 08:17 AM
Xer06siX, on September 17 2013 - 10:32 PM, said:
Image below is a Map depicting the layout of the level. Notice the u shaped configuration, this will be supplemented with service passageways through the mountains to offer payers more choices.
Primary blocking pass is complete. Lots of meshes up already and i'm approx 65% complete with building and static mesh placement. All intended areas of play can be easily reached by the player.
Slightly updated dam structure, I also made some changes to the textures of the terrain and added the sky model, with some extra clouds.
Another view of the dam looking onward from close to the pumping station, which is the structure in the middle of the map.
Facing the pump station near the shallow pond.
Just outside of the pump station, facing toward the other base area.
The approach to the substation for the power plant, which serves as the other base.
Closer perspective.
A view inside of the substation, the barrels will be scaled down as I go through the play tests.
Looking out towards the pumping station. This POV is from a potential spawn point for players, notice the roof of the pump station is just in view.
That's it for Hydro. It's really shaping up with each pass of adjustments.
========================================================================================
Update on Ski village.
Tomorrow I am going to sit down and spend a few hours going over the level. I will setup the proper snow material, produce more house models, and adjust the lighting values, so I can achieve more contrast in the lighting scheme. I really want to get the village right, I will also try to put in the ski lift building and towers, perhaps some little flags to go in there too...
This is too much fun!
XD
Man, I'm outta words to say....
#54
Posted September 18 2013 - 08:45 AM
#55
Posted September 18 2013 - 10:51 AM
#56
Posted September 18 2013 - 01:42 PM
my idea for a map would be one with a huge crashed space ship in the middle.
the general design would be a crater like form with a very large wreckage in the middle (size of the facility indoor or so)
around the ship would be mid-to long range combat with debris, destroyed foliage, broken engines etc serving as cover and height game for lights and such.
inside the ship would be the territory of the medium-short ranges. the main room is a cargo bay, surrounded by corridors which either lead to the roof of the wreck or to one of the breaches in the hull that serve as entrance and exit. lighter mechs would also be able to get in via the roof by jumping from other objects.
in siege, the control for the aa would be located inside the ships cargo bay, while the missiles depart from the hull (the on board weapons). the eu would be located, one at a small crashed supply ship, the other at the remains of an engine
#57
Posted September 18 2013 - 02:34 PM
kingalbert2, on September 18 2013 - 01:42 PM, said:
my idea for a map would be one with a huge crashed space ship in the middle.
the general design would be a crater like form with a very large wreckage in the middle (size of the facility indoor or so)
around the ship would be mid-to long range combat with debris, destroyed foliage, broken engines etc serving as cover and height game for lights and such.
inside the ship would be the territory of the medium-short ranges. the main room is a cargo bay, surrounded by corridors which either lead to the roof of the wreck or to one of the breaches in the hull that serve as entrance and exit. lighter mechs would also be able to get in via the roof by jumping from other objects.
in siege, the control for the aa would be located inside the ships cargo bay, while the missiles depart from the hull (the on board weapons). the eu would be located, one at a small crashed supply ship, the other at the remains of an engine
I suggested something similar in the 'map suggestions' thread a while back. There are some good ideas in that thread.
#58
Posted September 18 2013 - 02:36 PM
I have produced a map very similar to such a thing a long time ago back in, 2003. I called it The Great Escarpment, it it featured a crashed space ship along a rocky coastline, but basically it encompassed everything you have suggested, haha. I later renamed and revised the map and launched it as the Second map of the "Hard Crash" map pack for Unreal. This ofcourse was with a much older version of UnrealED. Also, there is a level featured in the expansion pack for Unreal which also featured a scene with roughly the same features you have described.
However.....that was then and now I would surely be interested in producing a newer version of that kind of map. I have noted it and will make some concept sketches about it.
Nice suggestion!
XD
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
#59
Posted September 18 2013 - 02:44 PM
Bombdig, on September 18 2013 - 10:51 AM, said:
I've noticed a lot in the Prosk map. If you look around there's tiny human-sized bus stops, newspaper machines, semi trucks, etc
#60
Posted September 18 2013 - 11:28 PM
Edited by Xer06siX, December 07 2013 - 03:59 PM.
Previously known as §îlvër-§érpênt
[font=comic sans ms,cursive]Candy! Taste like Chicken, if Chicken was a Candy![/font]
"Since they are all going to go crazy anyway, may as well send crazy people in the first place and save the trouble..." -M
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