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#121 |
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Lead Beta Tester - US
![]() Join Date: Feb 2008
Location: California
Posts: 4,754
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Looking better every time.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. You miss 100% of the shots you don't take.- Wayne Gretzky |
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#122 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
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i miss option 1.
but we'll see how this turns out. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ----"You are now the AK Jesus" / Expendable Grunt |
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#123 |
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Mapping Manager
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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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#124 |
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Very nice again mate!
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#125 |
![]() Join Date: Mar 2007
Location: Lowell MA USA
Posts: 3,283
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great job mate. Keep up great work.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Reality Gaming - Making Games Reality To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#126 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,595
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i must find them statics...
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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. |
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#127 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
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i like how you take note of players visual perception and how that may come into play. interesting indeed
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ----"You are now the AK Jesus" / Expendable Grunt |
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#128 | |
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Mapping Manager
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Quote:
additionally its cool when bullets hit tons of stuff and you make it out alive! | |
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#129 |
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Loking fantastic already, good work
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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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#130 | |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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Quote:
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| irontaxi, map, ochamachira, siege, wip |
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