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Old 10-05-2008, 08:33 PM   #111
IronTaxi
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Default Re: [Map] Siege at Ochamachira

cheers!


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Old 10-05-2008, 08:37 PM   #112
Scot
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Default Re: [Map] Siege at Ochamachira

I love the way you play with your hair Iron!!

wut?


But really dude, any map by you is epic, and this one looks like the rest!!


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Old 10-06-2008, 09:26 AM   #113
hx.bjoffe
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Default Re: [Map] Siege at Ochamachira

This is turning out my favourite dev-journal-thread
Let us eat cake!
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Old 10-06-2008, 02:11 PM   #114
M.Warren

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Default Re: [Map] Siege at Ochamachira

More amphibious assault maps!? (Walks off out of view and around a cornor... A short moment later you hear a chair fall over and a rope becoming taut.)

Take the Blue Pill or take the Red Pill?


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Old 10-08-2008, 06:22 PM   #115
IronTaxi
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Default Re: [Map] Siege at Ochamachira

Quote:
Originally Posted by M.Warren View Post
More amphibious assault maps!? (Walks off out of view and around a cornor... A short moment later you hear a chair fall over and a rope becoming taut.)
who said anything about amphibious assault? some areas will be very attackable by land... you will have the choice of which flank to spawn on..

the land based
the river swim
or the full boat entrance...



happy nightmares


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Old 10-08-2008, 06:45 PM   #116
IronTaxi
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Default Re: Scene setting

I'm just going to run my fingers and talk about one thing I really think adds alot to maps in general. Setting scenes...

what does it mean? Well.. your statics imho should be telling a story to the players.. there should always be a rhyme or reason to where and how a static is placed...even the terrain should tell a geological story and not just be bumps on the ground...

the most basic example of this would be the layout of crates and small obstacles in a level...I think its really telling how good a mapper is by how these things are layed out... (and I am guilty of not spending enough time on these details)

an example

straight cloned piping.. I can get away with it.. its just decoration..but..how in hell did the crane operator get those things sooooo damn straight when he dropped them in????!!!



as I walk past them they present a uniform angle..which isnt very immersive and feels far too precise...maybe the players wont notice but I think even on a subconcious level you follow the lines and natural flow of things (ie your brain notices..just we is just too dumb to knows it)



so here is what you should do....it only takes a min or 2 and looks a bazillion times better.



and in the walk past (or run while under fire) we have a much more organic line which will force us to consider the bump out of the pipes in navigation adn possibly even log it as a cover position if necessary...again..not much...but over a whole level it pays off...





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Old 10-08-2008, 07:08 PM   #117
IronTaxi
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Default scene setting part 2: big scenes!

Hehe... well...

I'll give you guys a quick look at 2 of the big scenes im setting up for this new WIP map...

the first is a train wreck...ive added a few minor wrecks in some maps but mostly out of the way or not impacting gameplay.. so i decided to add a real meaningful one that will have function in the level. It will provide a very good in route for the miltia into the brit base.. (in theory)

every car is layed out then rotated in a realistic looking jumble as if the train had been derailed.. the ground was after raised in the most logical areas where it would pile up under/in front of the crashing cars..






its interesting to note that the jumbles of dirt and cars are also hiding the connections of the rail system to the warehouses and main line.. I had no way to connect them via standard statics.. so the scene also became a cover for a lack of statics... (ie. now they look connected.. but in no way are)

the next scene im working on is a cover approach to the west wall. The idea is to use the large boilers and create a swampy field with lots of interesting cover for the creeping infantry.. the idea being the old boilers were dumped there at some point and have been slowly rusting and sinking into the ground.

this approack to the wall will have some sort of access from outside and will be covered by small bunker manned by the defenders.. hopefully with enough overlapping fire from the main gate to keep miltia elements out..



from the militia side the treeline will end just at the boilers and a swampy/bushy terrain with lots of holes will be their route to the defenders walls.. the walls themselves should provide a nice cover for the attakers if they make it there...



and finally something fun...which should be included in any map... (in fact there is one thing that is always in all my maps but i wont say what)

my objective here is soley to have people walk by and stop and say... "huh?" and then carry on...haha...

anyway....


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Old 10-08-2008, 07:13 PM   #118
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Default Re: [Map] Siege at Ochamachira

just lovely! ... lovely


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Old 10-08-2008, 07:18 PM   #119
Zegel

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Default Re: [Map] Siege at Ochamachira

Looks tremendous. I can see some spectacular firefights. I'm digging the swampy-approach, reminds me of the small swamp in Operation Barracuda, which provides a great approach for stimulating use of infantry tactics.
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Old 10-08-2008, 07:24 PM   #120
Scot
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Default Re: [Map] Siege at Ochamachira

Looks excellent mate


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