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Level Design Rubble-city [WIP-Alpha]: Name also a work in progress edition

LATTEH

Grizzled Veteran
Jul 13, 2010
284
35
This is my first time making a level for RO's type of gameplay. So i don't know how well it will play out with what i intended. What i wanted was so each side would have tanks but antitank squads would be able to take them out while in the safety of the buildings. But i think this map will better server as a infantry level.


Will anyone be willing to test the alpha version of my map so i can move forward to detailing? I wanted to iron out the problems in gameplay before i started going crazy with detail and making it hard to fix.




Download:
Playerfiles: http://www.gamefront.com/files/22234961/LATTEHs+Rubble_city[Player+files].zip
Serverfiles:http://www.gamefront.com/files/22234926/LATTEHs+Rubble_city[server+files].zip


Updates:

-Added Rallypoints (sorry)

-changed some spawn positions

Screenshots:







 
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I did it simple. I added Pylons with an expansionradius of 2048.
With my grid on 128 I made them overlap eachother with 128 uu.

So fill up the entire area where you want them. And add some rally
nodes and covernodes in your ROplaceable volumes. As these bots seek
for covernodes.

My bots seems to do what is needed


thanks drecks i forgot about the rallynodes.

if anyone wanted to try it with the rallynodes. The bots still feel like they have problems tho


Playerfiles: http://www.gamefront.com/files/22234961/LATTEHs+Rubble_city[Player+files].zip
Serverfiles:http://www.gamefront.com/files/22234926/LATTEHs+Rubble_city[server+files].zip
 
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Before i start detailing and making props. Does anyone know what tripwires workflow was for the broken buildings? Did they make everything in Unrealed or did they block it out and send it to 3dsmax to be detailed?


I'm assuming its the later. Maybe someone from tripwire can will tell.
 
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Before i start detailing and making props. Does anyone know what tripwires workflow was for the broken buildings? Did they make everything in Unrealed or did they block it out and send it to 3dsmax to be detailed?


I'm assuming its the later. Maybe someone from tripwire can will tell.

You should check out some of the stock maps for that. Open up Appartments or Red Oktober. Then for a better look hide all the volumes and navigation stuff and press w to hide or show static meshes and q to hide or show bsp.

You will get an idea.
 
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Before i start detailing and making props. Does anyone know what tripwires workflow was for the broken buildings? Did they make everything in Unrealed or did they block it out and send it to 3dsmax to be detailed?


I'm assuming its the later. Maybe someone from tripwire can will tell.

If you understand the whole scaling process between ued and max, then I suggest making everything in max with its own collision. Makes everything easier to work with and it's much cheaper on preformance.
 
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If you understand the whole scaling process between ued and max, then I suggest making everything in max with its own collision. Makes everything easier to work with and it's much cheaper on preformance.


Ya i was just wonder what they're workflow was. because the buildings look like they use multiple textures like a brick texture then a burnt brick texture by the broken edges then on the broken edge some burnt material.

Hmm maybe i should explain what i mean better. (sorry lol)


In pavlovshouse the mesh Props_pavlovshouse_three/Voyentorg_building/outwalls (im just using as an example) On the edges of the broken walls theres a burnt texture, but in the materials for the mesh there is only the blue brick texture.

So what im wonder is what did they do to get the burnt material without another UV (did they use Vertexpaint?)


*EDIT: Nevermind they used vertex painting thanks for the help
 
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