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#421
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#422
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Looking good! Nice job!
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#423
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God damn, I am seeing amazing things in this thread!
Makes me wish I had started learning Blender & UDK much earlier. I'm still in the process of making an appropriate tree for my map. |
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#424
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Wow you're all doing such fantastic work. Great job everyone!
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#425
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Keep it up guys....great stuff! My production on Eagles Nest has grinded to a halt as I lost my power supply (to many late nights with SDK...lol) but hopefully by the end of the month I will be up and running again.
Really like how this thread is so positive and people are pulling together to support one another.....
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www.OldDudesGaming.net |
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#426
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damn Gleedo this is looking awesome, I hope you won't remove my ugly map from your rotation to place yours
Can't wait to give it a try.Shake, that's a real shame you had technical problems I hope you'll get back to working on this map soon. I'll post some screens of Provkhoy b2 tonight if time allows
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#427
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Played a bit of Provkhoy earlier. Really good map, but also really imbalanced. You can see the entire German spawn from the tower, and still Germans have to cross a lot of open ground with no cover, if they didn't die right after spawning. I'm also having a lot of framerate issues. Other than that, the map looks awesome.
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#428
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Glad you like it otherwise I hope I'll be able to fix all those issues
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#429
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Map is looking awesome LordGleedo!!
All I did was make a bridge ![]() Edit> redid the bridge and skinned it. Overview pic for the scale of the map...
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............steam name: prot0typ1cal................ Last edited by Twrecks; 02-17-2012 at 03:33 AM. |
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#430
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Thanks but I am really worried about my map. First objective may be too hard and too small
![]() I have absolutely no idea how to balance a map. All the previous maps I have done in the past were for UT2004 death match which in comparison are very easy to knock out. RO2 mapping is a completely different kettle of fish. So much more to do and take into account.... That bridge looks cool. Is your terrain done in photoshop/height map or is it modelled? Last edited by LordGleedo; 02-15-2012 at 02:58 AM. |
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#431
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#432
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WIPs are looking very nice Gleedo and TWrecks. Now for something completely different, I saw a French(?) server run a map named Khimki_alpha or something yesterday. I tried to join but it was password protected
. I think I read about it somewhere in the modding section here but couldn't find it. Any chance there's a new beta coming soon ?
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#433
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Terrain texture is photoshopped, 4x 2048's. Unfortunately the map is so large it looks weak. I had 4x 4096ers, but the memory usage was really high and some GPU's wouldn't be able to push the res. I used photoshop for a basic greyscale and sculpted it some in the SDK. Still have 2 more bridges and a tunnel to do, plus skinning them so the look better (and collision models). I've mapped some for Unreal, and still a long way from any AI. G'luck on your map, it has tonnes of potential from the screenies.
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............steam name: prot0typ1cal................ |
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#434
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It's not much, but I've learned a lot about UDK just by getting this far. It's supposed to be a German defensive against two streams of Soviet infantry attacking from opposite sides of the map in a night-time forest setting. The Germans are supposed to be stranded in the woods due to a fuel explosion accident which destroyed all of their vehicles, so they have to hold out against a pincer attack by the Soviet forces.
![]() Somehow, the RO2 devs managed to model an entire Eastern Front game without having to include a single tree model with snow on it. And so I, having no modelling talent, can only work on the factory. =( Last edited by Nightingale; 02-16-2012 at 11:24 PM. |
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#435
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Great to see more people getting involved Nightingale - nice one
![]() I was still very unhappy with my first objective as it was a small open woods with little cover for the allies approach, so I have added a perimeter wall with lots of gaps and ways in and also added a new small bridge leading in from west flank. Might put a machine gun it or something. ![]() I noticed in Apartments you can cap the east and west bridge from behind the gully wall. I am wondering if I should allow my attackers to cap the first objective in a similar fashion by standing right up against the woods perimeter wall, but then there would be no need to go in..... |
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#436
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LG, you are stressing your self out my friend . Remember.......Some times less is more . Just put it out, and let the Masses decide, and go from there. Let it play it self out
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![]() WIP Maps: Bridge - Farm - Kriegszeit - Wake Island + IC:V Maps |
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#437
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Wow LordGleedo, your map is going to RULE! I wouldn't worry about balancing just yet. Borkac said that is what beta is for and he is exactly spot-on. People that post in the modding forums here seem to be an extremely helpful bunch almost to a man. We'll help you get it sorted. I personally can't wait for Beta1 even if my whole team gets mowed down in spawn.
Cheers, Fafnir_6 |
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#438
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Love your stuff Zero,I hope you'll release a beta soon so we can get some testing done.
![]() Two screens for me, I'm getting ready to release beta 2 which should be available this week-end or beginning of next week. Added more cover to first objective advance ![]() Last Soviet spawn remade, now spawning behind the wall and have 3 exit.
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#439
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Leo Provkhoi is not ugly lol.
Each news map is welcome. As soon as I can have Béta 2 I install it on the server. If all the maps are identical the interest is less. |
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#440
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Been working on this for the last weeks, still encounterting some kismet and other problems, like i'm only able to play the map in editor and not able to load the cooked map in the game as it crashes every time i load it.
Another huge problem for me is the lack of winter foliage, there are no conifer trees and no foliage with snow etc and my modelling skills dont allow me to create those myself (yet) ![]() ![]() ![]() ![]() ![]()
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