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Old 10-08-2008, 07:31 PM   #121
[R-DEV]crazy11
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Default Re: [Map] Siege at Ochamachira

Looking better every time.


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Old 10-08-2008, 10:11 PM   #122
hiberNative

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Default Re: [Map] Siege at Ochamachira

i miss option 1.
but we'll see how this turns out.

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Old 10-13-2008, 07:19 PM   #123
IronTaxi
Mapping Manager

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Default Detailing the taxi way..

Hey, I'm going to post a bit of a progression of one area of a map so people can see the layout stages.. pretty straightforward but might be interesting to some..

So this is the zone we have.. I want to create an industrial area which will provide an interesting visual area and have lots of things to break up the lines and make people look carefully when fighting through the area.


Initially i've added the walls to define the area leaving some holes which line up with firing paths.. ie..you could camp the holes in some way to get a good kill chance from the firing line on the other side..





I'm also going to somehow try to attach this platform via pipes and a tank to the area



Next I choose a few tanks and stuff to attach some piping to.. I'm planning to make some raised piping to add elevation and create nice shadowing on the ground.. as well as keep peoples eyes moving..also added a few more walls to control movement through the space a little better.. a bit of a broken bottleneck..







Next I'm going to add alot of pipes and intersections and different directions and angles and make it look all official and technical..linking all the tanks into a system and trying to make it seem functional. not sure how well I did but im liking it better than just tanks.. :P the gap to the port side will need some sort of supports to be believable.. but ill add something later..







and finally I added some supports to alot of the pipes...kinda hard to see...but gave them something to hold them up..









not done yet.. but pretty close..of course.. I need to add terrain details and some weeds etc at a later point.. as well as deforming the ground a bit or making it tarmac.. but static wise I might just add a few random things to make it look a little less linear..



thats all for now..


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Old 10-13-2008, 07:22 PM   #124
Scot
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Default Re: [Map] Siege at Ochamachira

Very nice again mate!


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Old 10-13-2008, 07:35 PM   #125
LtSoucy
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Default Re: [Map] Siege at Ochamachira

great job mate. Keep up great work.


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Old 10-13-2008, 08:00 PM   #126
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Default Re: [Map] Siege at Ochamachira

i must find them statics...


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Old 10-13-2008, 08:06 PM   #127
hiberNative

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Default Re: [Map] Siege at Ochamachira

i like how you take note of players visual perception and how that may come into play. interesting indeed

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Old 10-13-2008, 08:27 PM   #128
IronTaxi
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Default Re: [Map] Siege at Ochamachira

Quote:
Originally Posted by hiberNative View Post
i like how you take note of players visual perception and how that may come into play. interesting indeed
Indeed...especially on this type of map where the main focus will be the base.. people will be fighting fairly closely once in the base.. and you dont want to create nice frames for players to see other players.. rather i'd have them have to discern whats coming at them or even not notice the player due to the chaos of a particular location..

additionally its cool when bullets hit tons of stuff and you make it out alive!


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Old 10-13-2008, 10:19 PM   #129
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Default Re: [Map] Siege at Ochamachira

Loking fantastic already, good work



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Old 10-14-2008, 04:09 AM   #130
cyberzomby
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Default Re: [Map] Siege at Ochamachira

Quote:
Originally Posted by [R-DEV]IronTaxi View Post
Indeed...especially on this type of map where the main focus will be the base.. people will be fighting fairly closely once in the base.. and you dont want to create nice frames for players to see other players.. rather i'd have them have to discern whats coming at them or even not notice the player due to the chaos of a particular location..

additionally its cool when bullets hit tons of stuff and you make it out alive!
Yes that shows that your talented in my oppinion. You design the map from the gameplay up. Not allowing people to easily scan the area makes for a very interesting and tense map. They could be everywhere! And thats cool! If it looks cool than thats a huge plus!
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