Full-Time Mapper Needed
Moderator: Moderators
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Full-Time Mapper Needed
AATA needs a mapper.
Mapping for AATA will not be like mapping for any other mod. It will involve realism, creativity and skill. Roads, villages, towns, cities, forests, farmlands, features of all sorts, everything from wrecked trains to urban buildings, farmhouses, bunkers, airports -- all modelled by us. All that is needed is a good mapper to bring this shit to life.
Mapping for AATA will not be like mapping for any other mod. It will involve realism, creativity and skill. Roads, villages, towns, cities, forests, farmlands, features of all sorts, everything from wrecked trains to urban buildings, farmhouses, bunkers, airports -- all modelled by us. All that is needed is a good mapper to bring this shit to life.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I wont lie and say i have the time to spare cause... lets face it I dont (when did I last actully release a map?? Ages ago...) but, just wanted to say, keep in mind that there asking alot, so make sure you have the time and drive to do it!!
(Also...
aGorm
(Also...
surly all mappers have that?? )Mapping for AATA will not be like mapping for any other mod. It will involve realism, creativity and skill.
aGorm
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
I want to kick whoever made "atlantic" in the nuts. That map is complete and utter crap, and good god are those textures (if you can call them that) butt ass fugly.
*shivers*
Actually I disagree dragon,
many mappers here try to do the old tired rush for the middle thing, not to mention maps that don't incorporate a world, but say a platform that for whatever reason is symmetrically shaped?
I prefer to force expansion in general, rather than force a rush for the middle.
*shivers*
Actually I disagree dragon,
many mappers here try to do the old tired rush for the middle thing, not to mention maps that don't incorporate a world, but say a platform that for whatever reason is symmetrically shaped?
I prefer to force expansion in general, rather than force a rush for the middle.
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- Posts: 241
- Joined: 09 Aug 2005, 15:41
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
If you do cap buildings, you should get some "command points" (metal) from it, to encourage players to secure rather than destroy. Infantry should be able to capture them (come to think of it, they should also be able to capture logistic depots etc too, you know, stealing enemy fuel etc) Heck, we could even let infantry inside them if we really wanted, though it wouldn't work too well:
EXAMPLE
A German MG 42 is in a house overlooking an important road. Realistically, this house could be stormed by american infantry and used by them in much the same way (to guard the road).
This cannot be done in Spring as the MG team will be impossible to hit as all shots will hit the house's collision sphere instead of the MG teams' sphere. The americans would have to destroy the house to destroy the MG team, and a destroyed house obviously cannot be garrisoned.
EDIT: Spiked, are you planning both a Spring and TA version of AATA?
EXAMPLE
A German MG 42 is in a house overlooking an important road. Realistically, this house could be stormed by american infantry and used by them in much the same way (to guard the road).
This cannot be done in Spring as the MG team will be impossible to hit as all shots will hit the house's collision sphere instead of the MG teams' sphere. The americans would have to destroy the house to destroy the MG team, and a destroyed house obviously cannot be garrisoned.
EDIT: Spiked, are you planning both a Spring and TA version of AATA?
I've been looking into doing some maps for AA, WD, CW and similar mods, and I have a few questions.
Scale, what can I use to get this right? Is there a unit that is approximately car sized? Is the scale about the same across these mods?
Balance, designing the map for TA style play requires different things to campaign and mission style play. I am imagining that we could have maps with limited or no resources but do give the player more units or resources to start art with. This would allow us to have games where the objective is not just destroy all enemies, but might be; hold a position like a bridge or town or prevent destruction or capture of a feature in a certain time.
Work involved, how many features; buildings, walls, hedges etc is reasonable? Even a small village can have 20 or 30 houses.
I am planning on using real locations as a basis, with some artistic license and tweaking for our map format.
Scale, what can I use to get this right? Is there a unit that is approximately car sized? Is the scale about the same across these mods?
Balance, designing the map for TA style play requires different things to campaign and mission style play. I am imagining that we could have maps with limited or no resources but do give the player more units or resources to start art with. This would allow us to have games where the objective is not just destroy all enemies, but might be; hold a position like a bridge or town or prevent destruction or capture of a feature in a certain time.
Work involved, how many features; buildings, walls, hedges etc is reasonable? Even a small village can have 20 or 30 houses.
I am planning on using real locations as a basis, with some artistic license and tweaking for our map format.
At one point all three were to the same scale, atleast infantry wise. WD has been scaled since - though I imagine vehicles were scaled up rather than infantry being changed. Spiked recently scaled AATA to half of this... but there are some issues with it so I'm not sure it will stay like that.
That stuff would be very cool with a custom LUA script.
As many as you see fit, i'm sure we can provide you with pretty much whatever you ask for.
That stuff would be very cool with a custom LUA script.
As many as you see fit, i'm sure we can provide you with pretty much whatever you ask for.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
What I was saying was, making a map for AATA wouldn't be like tossing some graphics together, putting metal here and there and whatever. It would involve the creation of roadways, farmhouses, villages and towns, farmlands, riverways, bridges, battlegrounds, etc etc etc. When I made AATA maps in OTA I'd often look at an aerial photograph of some European town and base it off of that.
Also, many of them will have to be big. And features will be used, a lot. From fences to buildings to city blocks.
Lastly, I'd like to use bridges. Are bridges possible yet?
Anyway, anyone interested? We need maps, NOW!
Also, many of them will have to be big. And features will be used, a lot. From fences to buildings to city blocks.
Lastly, I'd like to use bridges. Are bridges possible yet?
Anyway, anyone interested? We need maps, NOW!
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- Posts: 704
- Joined: 30 Oct 2004, 14:14
Re: Full-Time Mapper Needed
Will these maps be compatible with other mods, like AA? Because I think the maps for Spring currently are very average. Even the best aren't brilliant, and don't even get me started on the worst.SpikedHelmet wrote:AATA needs a mapper.
Mapping for AATA will not be like mapping for any other mod. It will involve realism, creativity and skill. Roads, villages, towns, cities, forests, farmlands, features of all sorts, everything from wrecked trains to urban buildings, farmhouses, bunkers, airports -- all modelled by us. All that is needed is a good mapper to bring this shit to life.
Not finished yet, but getting there with the whole texture, quality, filesize game.
This map represets the bottom left square of the shaded OS map above at a scale of about texture map 8 pixels per metre.
Todo:
2 dirt textures - including the sandy one you can see in the SS.
Models, buildings, hedges, more trees - Imake some basic models as placeholders and replace them if anyone offers better ones.
Google earth placemark, just paste it into "places".
<?xml version="1.0" encoding="UTF-8"?>
<kml xmlns="http://earth.google.com/kml/2.0">
<Placemark>
<name>Green Fields</name>
<LookAt>
<longitude>-2.741738845151093</longitude>
<latitude>54.00300750601751</latitude>
<range>930.5808977974737</range>
<tilt>-8.783405732059827e-006</tilt>
<heading>0.02976074064087338</heading>
</LookAt>
<styleUrl>root://styleMaps#default+nicon=0x307+hicon=0x317</styleUrl>
<Point>
<coordinates>-2.742378326352452,54.00262228786826,0</coordinates>
</Point>
</Placemark>
</kml>
This map represets the bottom left square of the shaded OS map above at a scale of about texture map 8 pixels per metre.
Todo:
2 dirt textures - including the sandy one you can see in the SS.
Models, buildings, hedges, more trees - Imake some basic models as placeholders and replace them if anyone offers better ones.
Google earth placemark, just paste it into "places".
<?xml version="1.0" encoding="UTF-8"?>
<kml xmlns="http://earth.google.com/kml/2.0">
<Placemark>
<name>Green Fields</name>
<LookAt>
<longitude>-2.741738845151093</longitude>
<latitude>54.00300750601751</latitude>
<range>930.5808977974737</range>
<tilt>-8.783405732059827e-006</tilt>
<heading>0.02976074064087338</heading>
</LookAt>
<styleUrl>root://styleMaps#default+nicon=0x307+hicon=0x317</styleUrl>
<Point>
<coordinates>-2.742378326352452,54.00262228786826,0</coordinates>
</Point>
</Placemark>
</kml>
I have uploaded a pre alpha version of this map to FU.
http://www.fileuniverse.com/?p=showitem&ID=2184
Please post comments, I know there is no metal or features yet.
Having no metal seems crash most AIs, I'll go and tell them.
http://www.fileuniverse.com/?p=showitem&ID=2184
Please post comments, I know there is no metal or features yet.
Having no metal seems crash most AIs, I'll go and tell them.