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Old 10-05-2008, 11:57 AM   #101

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Default Re: [Map] Siege at Ochamachira

one word: NICE!



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Old 10-05-2008, 02:18 PM   #102
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Default Re: [Map] Siege at Ochamachira

I like that the militia will have the naval option


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Old 10-05-2008, 02:34 PM   #103
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Default Re: [Map] Siege at Ochamachira

Mmmm... very shexy!!



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Old 10-05-2008, 02:38 PM   #104
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Default Re: [Map] Siege at Ochamachira

would be a great night map...Militia sneaky sneaky in the darky darky


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Old 10-05-2008, 02:44 PM   #105
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Default Re: [Map] Siege at Ochamachira

Quote:
Originally Posted by Dr2B Rudd View Post
would be a great night map...Militia shnurgly in the darky darky
Fixed for Royal Marines



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Old 10-05-2008, 03:57 PM   #106
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Default Re: [Map] Siege at Ochamachira

Quote:
Originally Posted by Dr2B Rudd View Post
would be a great night map...Militia sneaky sneaky in the darky darky
yeah,,,im thinking similar but more like dusk or very early morning attack...like quite dim with a long clear view...not sure how that would come out mind you..

hehe


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Old 10-05-2008, 04:05 PM   #107
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Default Re: [Map] Siege at Ochamachira

looks promising!

interesting read as well, rather a tutorial than the 'usual dev journal post', hehe.



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Old 10-05-2008, 04:08 PM   #108

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Default Re: [Map] Siege at Ochamachira

Yea, I think dusk would look real good with half the sun over the horizon and 1 lone cloud in the sky next to it Keep up the good work on the map!


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Old 10-05-2008, 04:38 PM   #109
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Default mapiphany and the art of making things not the same.

Thought i'd drop some process shots just to show you guys how i go from base to more decorative areas.. had a nice mapiphany today as well which has added a nice touch to the uniqueness...

first of all.. a basic warehouse...



add some covering against the wall.. to change the overall shape of the building then slap some walls along the pole bases and slide some piping in.. alot more interesting than the standard crates against the wall. nothing to write home about but adds levels, cover, directs traffic...and can be dressed a bit more.



Some pipes running through the warehouses.. basically take up space and create chaos in the scene and make it hard to see clearly through.. but they could be much better...



Clone the pipes and drop them down and add and subtract some bits.. and wowo a really cool level obstacle that adds chaos directs traffic and acts as cover.. better than the standard pipes on stands IMHO..



And finally my mapiphany.. I was wondering what to do with all these ramps as they were just a little tooooooo accesible.. but i liked that it wasnt a flat wall..which is just way too easy..and boring..



well...thinking in levels (which flat maps always lack) i found a creative way to clone the piers and drop them to create ship berths that add another level of cover to the space.. I can slap some ladders on them and create a VERY useful area/feature requiring players to think and use the space well...not to mention they look realistic and accomodate ships very well.. I can even say to myself that they merely allow low tide access to the piers!



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Old 10-05-2008, 07:12 PM   #110

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Default Re: [Map] Siege at Ochamachira

I love the way you use the statics, taxi !


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