Game - Engines of War - Page 4

Game - Engines of War

Flexible tactical mechanized warfare of the future, spearheaded by role-differentiated Engines Of War!

Moderators: Moderators, Content Developer

User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Game - Engines of War

Post by 1v0ry_k1ng »

PicassoCT wrote:
Map.jpg
that looks amazing, got any ingame screenys?
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Game - Engines of War

Post by SeanHeron »

@ Bob - that's a good thought, and yes, I think we can have set standardised info to be used by the game in the map (makes way more sense than having it all in the mod-file, as well).

@Ivory - not with nice Skyscrapers placed as well yet... Though I've promised that on Moddb, so I guess I should crank some out.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Game - Engines of War

Post by bobthedinosaur »

Any one have ideas on ugly map edges? Some ideas Sean has proposed is a buffer for units to not walk on the edge of the map mixed with a camera restriction so you don't accidentally see the edge. I'm not really for it but I can think of much else as alternative.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Game - Engines of War

Post by Sheekel »

Screenshot from the RUSE rts from Ubisoft, looks good imo maybe lua it?

Image

a video here too:

http://www.youtube.com/watch?v=fXhtRdv368w
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Game - Engines of War

Post by SeanHeron »

That's a very pretty solution, but since our problem is going to be at pretty close zoom levels, I don't think it'd do the trick.

I should probably dig for a thread, I know some approaches for the map edge problem were discussed in - I think Beherith has probably done most thinking and implementing (in maps he's made) on the issue.

Edit: Here's the thread I was thinking of.
This is marginally related.

Note that there are a few maps out there that have relatively nice solutions to the edge problem - two I can think of are surrounded by water, and one uses mountains and movement restrictions. I guess for our map a combo of both might be plausible in theory...
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Game - Engines of War

Post by PicassoCT »

NewSeoul: Something i work on

Image


Map is sort of a BeeHive City, the buildings will be ground, the rooftop Features. Idea was - how would a city look like, that got nuked with all its inhabitants in it- and then rebuilded by nanobots, who dont have the slightest clues about what a humanbeeing would prefer his livingspace alike, except for basic data like humidity, temprature, needs like water, electricity, air and light.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Game - Engines of War

Post by bobthedinosaur »

Thats awesome PCT!
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Game - Engines of War

Post by SeanHeron »

Interesting! I hadn't got it when you showed me the last WIP shot, to be honest.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Game - Engines of War

Post by bobthedinosaur »

i agree...
Last edited by bobthedinosaur on 09 Mar 2010, 20:10, edited 1 time in total.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Game - Engines of War

Post by 1v0ry_k1ng »

PicassoCT wrote:Idea was - how would a city look like, that got nuked with all its inhabitants in it- and then rebuilded by nanobots, who dont have the slightest clues about what a humanbeeing would prefer his livingspace alike, except for basic data like humidity, temprature, needs like water, electricity, air and light.
cool
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Game - Engines of War

Post by bobthedinosaur »

Just an update:

Sean is missing. Last I heard he lost interest in finishing the game to its original concept, but said he would like to at least make a playable version for release. Since then he has disappeared and has made no attempt to reply to my hales.

So I am going to release the models and a unit crap (scripts/fbi) for other projects.

If any one is seriously interested in continuing this project you can pm me or email me and we can discuss it. I have no intention on working on this project by my own (it was never my project to begin with) and I am not too enthusiastic about putting my time in it, but I am flexible enough to work something out if someone wants to attempt to work on it.

Contents will probably be released in the art and modeling forum, when I get it organized (okay idea?)

edit: Oh yeah, picasso do you want to redo your maps to work with other games? I don't want them to be a waste, and would be awesome with other games/ mods.

edit2: it is uploaded up at spring portal, i would like to have it on spring file, but it says i dont have permission to upload. so if any one would like to upload it to spring files for me that would be great.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Game - Engines of War

Post by PicassoCT »

Nope, its only one map - and one half finnished, so lets put everything into clipboard s - shredder shredder shredder :)
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Game - Engines of War

Post by bobthedinosaur »

nooo. that korean tree house map was a great idea. please release it!
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Game - Engines of War

Post by PicassoCT »

Maybee later, well basically all thats missing anyway is the smd and the background- and the convertion of the feature. Will add that to the todo list, right after "buy toilettpaper-because todolist runs out"

Journeywar goes first :)
Seriously Every mapper i meet in this comunity either moved on or got himself a mod, i got to make one too, just to get rid of that "stuck in class" labell. Its gonna be like the mapz, mad, wild and unplayed, but hey, years later, lookin back, in will be able to say, i did it. Thats gota mean somethin.

CentrA.I.l Citadell
CentrA.I.jpg
(85.66 KiB) Downloaded 2 times
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Game - Engines of War

Post by bobthedinosaur »

very impressive.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Game - Engines of War

Post by CarRepairer »

Can I have a Korean treehouse?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Game - Engines of War

Post by PicassoCT »

CarRepairer wrote:Can I have a Korean treehouse?
http://rapidshare.com/files/394580600/Messy.sd7.html

Everything in the Finalfolder- but nothing final.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Game - Engines of War

Post by CarRepairer »

Thank you.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2700
Joined: 25 Aug 2004, 13:31

Re: Game - Engines of War

Post by bobthedinosaur »

Here are the models and other resources. Please don't let them go to waste modders.
http://spring-portal.com/index.php/docm ... -resources
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Game - Engines of War

Post by CarRepairer »

PicassoCT wrote:
CarRepairer wrote:Can I have a Korean treehouse?
http://rapidshare.com/files/394580600/Messy.sd7.html

Everything in the Finalfolder- but nothing final.
How do I open a .max file? Blender and Wings don't recognize it.
Post Reply

Return to “Engines Of War”