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#91 |
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Mapping Manager
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ive gotten a good ways along on designing the base but unfortunately i bought a copy of sid miers colonizations... so ill be on that for a few days at least..
hehe... always a mapper... but forever a gamer |
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#92 |
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Mapping Manager
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SO....ive delved into the base quite a bit at this point...
My objective is 3 fold.. 1. A heavily industrialized space with lots of obstacles 2. A unique space that doesn't look like anything we have seen thus far 3. Give the Militia a wide variety of attack avenue while still allowing the brits to defend with some strength So how to make a unique space out of stuff that people have seen a bazillion times? well lets find out! The first thing I like to do is think about the vertical levels in the combat area... You don't want players looking only in 2d preferably you would like them to have to look in 3d.. In this map the area is quite flat.. so pulling this off will be quite a feat.. but there are a few things I can do to create levels.. and more so there are alot of things I can do obstruct views and create firing areas... or create fighitng avenues etc.. although not fully developed this area has alot of things already to make it a nice area to fight in... ![]() So... we have a bunch of warehouses which is typical.. the pipe system in the middle will be the key to this space.. All of the purplish areas are walls and obstructions used for both cover and to control flow of players.. The red trench in the middle adds a very useful level mid way across the opening ..it allows players to flow up and down it with some cover as well providing a break for players running across...not to mention the middle makes a great bootleneck for machine gunners like me to cover and mow people down.. the yellow areas on the right provide a vertical level of fire BUT i've chosen to break the lines of fire close to the windows by using the green highlighted coverings..they make the windows less useful..which is what i want as they can be a really powerful position if anyone remembers good station map... in addition we have the all purpose bf2 port crane highlighted in blue which can be a great fire point or recon point..I think this is a well controlled space and should provide some fun tactical action...not done yet but well layed out.. |
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Last edited by IronTaxi; 10-03-2008 at 11:21 PM..
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#93 |
![]() Join Date: Feb 2007
Location: Akershus
Posts: 1,119
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Delicious, IronTaxi. Delicious.
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[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
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#94 |
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very nice, i like what im seeing
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public.... |
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#95 |
![]() Join Date: Aug 2006
Location: EVE Online
Posts: 6,106
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Any chance of you updating your first post so people don't have to go through the pages looking for updates?
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#97 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,595
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I strongy advice using that new (at least to me) industry object in the xpack. its got sweet interiors
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#98 |
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Mapping Manager
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#99 | |
![]() Join Date: Apr 2007
Posts: 1,215
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Quote:
I think I mentioned this base in a other thread also... just without name only Hainan. I was there actually - not the base of course but on Hainan | |
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#100 |
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Mapping Manager
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SO....continuing right along..
the port has been laid out more or less and I have added some long peers out into the main bay.. I could actually see one on the original image.. 2 looked even nicer... the peers can be seen here... they are made up of damn pieces set down so that you should be able to boat through the opening underneath.. functionally i guess we could say the opening reduce wave pressure against the peer... ![]() then we have the port.. i decided early on to use the port cranes to add height to the scene.. they will be accesible and I think I've made them fit pretty well.. I had some fun with the port layout.. made it tight and messy .. tried to avoid too many straight lines and create more chaos which i think adds to atmosphere... also created a tiny island off the leg of the one dock crane which should be a cool holdout.. ill put a small shack or something on there as well as some various garbage.. ![]() notice all the accesses from the port.. if the militia are brave enough to boat in the center of the port they should be rewarded with easy access.. of course it will be a major kill zone as well...hehe ttfn |
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| Tags |
| irontaxi, map, ochamachira, siege, wip |
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