Graphics Features Urban Map Pack - Page 2

Graphics Features Urban Map Pack

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

DemO wrote:Yay a mapping thread without flame wars.
yeah, so how about we not mention it.



enlightened one, I say keep up the good work. I look forward to seeing what you have done. I know the urban feature stuff can slow the game down because features run pretty costly in high numbers but I still like the idea and I hope you continue with this work.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Lol... sorry, I was trying not to offend *you*... I try to get back with people asap, but it's hard.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

argh, I notice you mostly respond later at night, is it safe to make the assumption that you have a job that goes into the evening?
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I like what I see, though the map needs more buildings. Lots and lots of building. And maybe some rubble to make it more Stalingrady, if you know what I mean.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Stalingrady? How bout Berliny? After our air raids >.>
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I work Second, Smoth, so I'm basically playing hooky from Work for a second. I'm going to First soon... sort of a promotion, kind of. I am looking forward to normal-people hours.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Wooooooo proper urban maps! Now cram them with ruined building features and cars and you win!
EnlightenedOne
Posts: 72
Joined: 31 May 2005, 18:34

Current Status

Post by EnlightenedOne »

Hey all just checking in with you, cars may be taxing i will make some but dont expect big maps to be overly crowded as its been said im not sure how badly alot of features will draw down game speed, I am looking at stuff returned to me by Argh (alot of thanks by the way for the input!) I get my as results in afew hours so i need to sleep and i have alot of coursework in the making so although development is going you might have noticed abit of a slow down already, when the models are all fully sorted then ill continue to churn out more maps theres all sorts of ideas I have in the making.

I dont want to stick with one theme of city for everything im doing some oldskool and theres a chance some might have "stalingrad rubble" around (to many war games and watching of behind enemy lines :p) also note that this wont be a rush job so you might have to wait awhile but im aiming for some decent sized maps with good gameplay and a welathy amount of authenticity to them.

Again im very happy to see so many responses keep up the enthusiasm and sit tight!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

http://cs.selu.edu/~ssmith/BB/viewtopic.php?t=863
Image

You'd have to register to see the models but I have a large pile of car models if you are interested.
EnlightenedOne
Posts: 72
Joined: 31 May 2005, 18:34

hmmm

Post by EnlightenedOne »

those cars look cool, have you got any that look alot more wrecked and rusted style? (dont expect that density of cars anyone :p)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I make a version of that texture that is damaged yes. why?
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Cause all the cars in TA were rusted hulks of scrap. Thats why.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Perhaps 100% recreation of OTA urban maps isnt such a good idea for the same reason FF recreations dont work well...

OTA ports dont look very nice unless they're rehashed with a little creativity. Who'se to say their cars werent engineered to not rust? We've had the technology to do that for a long tiem already, why couldnt they have done so?

I always found OTA urban maps unrealistic, sparse, and empty looking, not urban at all.
EnlightenedOne
Posts: 72
Joined: 31 May 2005, 18:34

Post by EnlightenedOne »

And i fail to quote properly

"Tell me how he died." - The emporer or something
"I will tell you how he lived." - The well known guy

(Last Samuri)

This isnt a precise import 10000 in metal on any map on spring with any mod at the moment would be super overkill to any balance, the beams that formed derelict rails tracks can not be redone because you cant have collisions for explosions on the beams without colliding with units trying to pass below the feature :P

It is currently impossible to recreate the original TA but it is very possible to accurately retell its story in a slightly more retro but moderately accurate way.

As i said what you have seen so far is only a flat map thats sort of tribute style, the height map in urban maps was usually neglected a great deal but in springs engine that wont be the case.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think they are possible you just have to realize that keeping the buildings the same height as OTA might not work right in a full 3D engine.

Raise the bridges and overhangs up higher, and add in more terrain variations and higher buildings accordingly.

Or consider removing them compeltely.
EnlightenedOne
Posts: 72
Joined: 31 May 2005, 18:34

Reformat

Post by EnlightenedOne »

Basically i reformatted and i lost the power to update my drivers or look at system information so im temporarily slowed down by this dont worry i lost no data its just thats why ive been silent for so long :p sorry all bare with me trying to rereformat tommorow stupid windows xp
Post Reply

Return to “Map Creation”