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Old 11-27-2008, 11:34 PM   #141
IronTaxi
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Default Re: [Map] Siege at Ochamachira

Quote:
Originally Posted by Psykogundam View Post
making maps in PR seems to me to be a lot like painting a picture. Multipal layers of work. each time a layer is placed it gives way for additional ideas and inspirations. and an early layer is like nothing in comparrison to the end result.

very nice area Irontaxi. Im an agent of chaos too, lets put a smile on those PR faces.
well put...agent of chaos...hehe..

yeah mapping does have alot of layering aspects.. I often go back around the whole map in a very organic way and change and add things. no area is really ever done...

for example I might find a great fit for a certain type of wall in one spot and then go back and swap those walls in somewhere i have already done to give continuity...


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Old 11-27-2008, 11:35 PM   #142
IronTaxi
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Default Re: [Map] Siege at Ochamachira

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Originally Posted by =Romagnolo= View Post
Do I see a kind of a new bunker in this picture ?

http://img233.imageshack.us/img233/6...9185237ku8.jpg

maybe...


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Old 11-28-2008, 07:50 AM   #143
hall0

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Default Re: [Map] Siege at Ochamachira

Nice map.
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Old 12-04-2008, 04:56 PM   #144
IronTaxi
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Default Development shots

Some quick development shots for all you budding level designers out there..

Just to give you a point of comparison in your mapping process.

each shot is accompanied by a brief explanation

Tried to use these xpack objects to create a loading station for the train system in the base. Think it makes a nice visual mess which players have to navigate.



a really interesting location which will probably become one of the natural strongpoints on the map. tried to create some decay with the broken pipe on the left as well as the old unfinished cement forms out in the water. with some scraggly bushes and a few more statics it will be a nice looking location and very
fun for cqb



Mainly included this to show an organic layout of derelict containers in a run down port. while still in development, im trying to develop a sense that the port has become rundown and misused.. notice containers in the water and at odd angles. dont be the mapper who just throws a bunch of ocntainers on a pier in a straight line as filler!!!! purpose!!



A typical rail line thorugh an idustrial area. Ive added the barriers to break up the space and make players navigate through the rail line area. makes them feel more purposeful as well as providing a place to get pinned down. might develop this space a bit more.



Another effort to create visual and strategic levels in an otherwise flat map. assuming the tanks have a host of pipe networks and was added after the initial port was built. so they raised and covered the tanks pipework. breaks up a corner of the port. provide both cover and height.



Still fighting with this space but essentially wanted a non linear rail terminus. a few side lines to park rail cars. the cars also cover the approach to the raised base of the silos which will be a strong point of sorts. still WIP..not quite what I want yet.



This raised tower and tank area breaks up 1/3 of the port and will be a way point when moving across the port en masse. towers can be accessed via rear ladders but highly exposed. also middle section has a drain to open water.. watch you dont fall in! hehe..


basic layout of a town that will just skirt the port. Will serve as a gathering point for attacking militia forces. will not be directly involved in game play so will not be detailed too much. Maybe just painted roads. some bells and whistles. would make a good command area for the militia commander.



A practical looking pipe and tanks system that will break up the main flow area of this 1/3 of the port. May still add a wall or 2 along the water. really breaks up the visual from left to right. Hopefully make the player concentrate on what they are looking at. cause some tension. still need decoration as well.



So just some devlopment shots as I said. hopefully inspire someone or give poeple some ideas.. feedback welcome.



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Last edited by IronTaxi; 12-04-2008 at 05:01 PM..
Old 12-04-2008, 05:02 PM   #145
LtSoucy
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Default Re: [Map] Siege at Ochamachira

very nice, good job, maybe as you said make some roads in town and add some objects to make it look better but looks great.


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Old 12-05-2008, 06:29 AM   #146
RedAlertSF

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Default Re: [Map] Siege at Ochamachira

Town needs much more detail, but it looks cool anyway. Great work!


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Old 12-05-2008, 07:45 AM   #147
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Default Re: [Map] Siege at Ochamachira

@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen looking a bit strange.
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Old 12-05-2008, 07:52 AM   #148
Psykogundam
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Default Re: [Map] Siege at Ochamachira

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Originally Posted by hall0 View Post
@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen looking a bit strange.
not lightmapped yet afaik, i think thats why they dont look normal


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Old 12-05-2008, 08:06 AM   #149
Rangu

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Default Re: [Map] Siege at Ochamachira

Good-looking update! Can't wait for more details!

[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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Old 12-05-2008, 09:22 AM   #150
IronTaxi
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Default Re: [Map] Siege at Ochamachira

Quote:
Originally Posted by hall0 View Post
@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen looking a bit strange.
if the layout looks strange I agree. but imagine they are elevated gravity fed fuel tanks used to refuel ships. ill add some refueling access pipes towards the water to make some sense of it


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