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#1
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I was originally hesitant to start another thread on my current project after the last one was abandoned due to huge setbacks in lighting, performance, and mesh placement, but I just suggested that all the RO2 mappers start threads for their WIPs here, so... here are some pics!
Installment 1
Spoiler!
Installment 2 - Major design revisions
Spoiler!
Last edited by Nightingale; 08-25-2012 at 08:37 PM. |
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#2
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I like the idea, looks like it must be a dark map. Would be nice to hide in the shadows waiting for some poor bastard to pass by.
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#3
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Peeking around all of those corners is going to give me the shakes.
__________________
...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#4
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We need the smell of fecies....
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#5
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I can imagine RO:OST style warnings.
"Warning! The water is ****ty!" It's a good thing that these things are storm drains rather than actual sanitary sewers. Last edited by Nightingale; 07-10-2012 at 07:12 PM. |
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#6
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Looks good, except the lighting in the first 2 screenshots. Red-light district?
Where is the light source?
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#7
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Quote:
And Nightingale, have you checked the lighting on the player models? I hope we can actually disappear in the shadows instead of shining and standing out in the dark like in the tunnels of Mamayev.
__________________
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The ambient glow of the players' model happens when the player steps inside a space without the influence of the dominant directional light. If you don't use a skylight and don't use a dominant directional light, the lighting should use composite dynamic lighting for player lighting and your fires *should* allow players to hide in shadows. Although, we've not tried this approach in stock RO2 maps so there could be problems with not having a dominant light source in the map.
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#9
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The glow of the dominantdirectionlight, is it relative to the color of the light itself?
Map looks good. Regarding the UV mapping, can you connect the sewers into longer segments in 3dsmax, and apply the material across the entire face (polygon)? Then where separate mesh is required, use "convenient" objects to cover up the seam? Like a support beam or something? |
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#10
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>Nezzer: I haven't been able to test the character lighting as I haven't figured out how to set up bots yet, but I will try to do everything I can to allow players to hide in shadows. This is definitely one of my goals for this map.
![]() >Srinidhalaya: I actually don't do my texturing in 3ds Max. My method is to just do the UV mapping in 3ds Max and then use photoshop to get the texture tiling and seams properly aligned. For me, the challenge is getting 3ds Max's UV editor to actually snap the vertices to a grid (something which rarely happens! ). Fortunately though, it is actually desirable for my purposes to have visible texture seams across these meshes. In real life, a storm drain such as this would be laid into the ground in modular concrete pieces, so you would expect to see seams in the concrete. The only problem is that I need to hide any seams along the brick portions.I have a problem setting up the covernodes in my ultra-cramped sewers, though. After placing a coverlink inside the sewer and building paths, the editor pushes the node up on top of the sewer rather than keeping it inside. Did anyone else encounter a problem like this before? What did you do to get around it?
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#11
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Sorry I can't help your problem, but if flame throwers are ever implemented, that would be great on this map.
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#12
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This will be an interesting map and I'm really curious to see what the Caps will be like, I'm worried this map might come down to a few bottlenecks at some cap zones where it's simple nade spam till one team gets a lucky few nades and pushes through. I'm also worried about those poor rifleman (That I usually end up being due to forgetting how to disable precaching) who have to fight against smg's and autos.
Hopefully you've got multiple routes to objectives in mind to avoid to much bottlenecking, as well as some areas where a rifleman has an advantage (Big open room, long corridor). Either way I'm looking forward to this map. Reminds me alot of the sewer section I played back in the first *gasp* Call of Duty. As well as the sewer sections of Leningrad :P. Anyways keep up the good work and of course the screenshots, and of course best of luck. |
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#13
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Nice progress Nightingale...look forward to your map and thanks for putting in all the hard work to bring us a new map.
__________________
www.OldDudesGaming.net |
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#14
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Sorry I haven't posted any pics in a while, guys. I've been away from the computer a lot recently, and what work I have done was mostly in re-modelling the existing sewer meshes to improve collision and aesthetics. I'm just posting here to let you guys know I'm still working on this. Whether or not it'll be in time for the contest is uncertain, as I am still learning about the SDK and 3ds Max as I go, but it will be completed.
Here's a quick screenshot if you're curious what it looks like right now.
Spoiler!
I had to raise the ceiling of the sewers by 16uu in order to make mantling onto the sides easier, but I think it'll be worth the setback in time in the end. |
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#15
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Quote:
![]() Do you plan on adding some shallow water as well? It looks great, but maybe too clean a sewer. You should add some more dirt everywhere. Some bodies would be nice too. Here's a video for inspiration: Stalingrad : Battle In The Sewer (HQ) - YouTube
__________________
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#16
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You have no idea how many times I've watched that video already. I really wished they shot some more scenes in that part of the movie! It's hard to see what the actual shape of the sewers is like.
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#17
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Watching that clip, you gotta have some flowing water somewhere. Just to break up the endless walls and plain scenery.
Also for the gameplay, I really think you should have a section that leaves the sewer. I struggle to imagine the sewer level not getting repetitive, unless you add something extra. Perhaps fight through basements that are connected to the sewer, like in RO-Leningrad. Anyway good luck, looks cool |
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#18
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"Korridur shuter warning! AIIIEEEEE!!!"
No, good luck with this. I also think a small above-ground section would be good. A derelict house or two where you can go above, or something like that.
__________________
Nie stój w bramie, gdy krowa ryczy!
SteamID: AThousandD ![]() |
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#19
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Maybe have the spawns be upstairs in buildings, then you have to descend into the sewers?
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#20
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A pretty decent idea.
__________________
Classic forever. |
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