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#1
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This will be my first serious attempt at a RO map. By serious, I mean I've followed some tutorials and made some "test" maps to learn certain process.
Scenario: This map is based in a historically fictional University, located on the edge of a large city, transforming from rural into urban. The Russians have set up a staging area at the University, and the Germans have discovered the location, and are making a surprise attack at night. Atmosphere: Dark and foggy. Open terrain, grassy fields. Transforms into large building to building combat. Tight and cramp utility tunnels with very little light, that connect each main university building. Objectives: Initial release will be Territory. Count-Down and Firefight at later date and time. Media: Below screenshots do not reflect final textures or lighting. Most of the lightmaps are not present. Extra detail mesh are not present. They represent about 10-15% of the map. Some Daylight screens were requested. Here ya go...
Spoiler!
Last edited by Srinidhalaya; 07-24-2012 at 09:52 PM. |
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#2
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Looks interesting...nice idea
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#3
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Looks cool.
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#4
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good start, cant wait to see more.
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#5
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A university setting? I like the sound of that.
Are you going to make all of the classrooms & offices accessible? That would be cool, having firefights in all the little classrooms, but probably also a lot of work too. How big do you intend for the whole thing to be?Good luck on this map! |
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#6
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It will be as big as it will let me. Right now I'm going back and converting a lot of my brushes to SM because I made too many of them. I knew there was a limit but I didn't know how many. I don't have any 3d rendering software, so I'm stuck converting BSP.
![]() I'm going for 90% window access, but we'll see. Most of the university setting will actually be administrative and maintenance locations, maybe a few lecture halls. Just depends on the limit. |
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#7
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Quote:
I wouldn't suggest doing that! You're better off sticking with bsp. here see this! |
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#8
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I dont have too much of a choice, but luckily I'm not doing anything complicated with my brush mesh's. Just floors, walls, doorways and windows. I would stick with just bsp and not bother converting, but after I get a certain amount, textures start to disapear at first, and then actual add and subtract bsp just stop rendering. Converting them and lowering the bsp count seems to fix it, and because of the basic shapes I'm using, I'm not encountering any texture issues. As far as the cracks, there's not too much I can do about it. I'm not sure what the teacher discount for 3ds or maya is, but I prolly still cant afford it.
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#9
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I will post it if I can find it, but I think someone here knows what I am talking about and may know the url... |
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#10
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I havent looked into it for years, but I just signed up, for what I believe is a free 3 year license. Just got to wait for work tomorrow, since I used my .edu email.
But an update, I have actually been having a lot of success exporting my bsp to mesh. But like I said, very simple structures. The most complex is stairs. Even with 3ds, I will probably still do most of the work in editor at first, until I get the majority of the layout complete. Then later, over time I will go in and replace old bsp SM with more detailed ones from 3ds which will include pre-damage. I am almost complete brushing out the last of the tower. Debating on meshing out the details, or starting to brush another building. Either way, Ill have a few update screens soon. Ohh, I was crashing like crazy, so I stile my wife's RAM out of her gaming rig (16gig) and put my whimpy 8 in hers, really stable now. I didn't realize it could eat up 8 gigs in 8 seconds. :/ EDIT: update OP with new screenshot Last edited by Srinidhalaya; 06-17-2012 at 11:50 AM. |
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#11
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updated screen shot and info...
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#12
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Nice. Will the capzones be separated by floor like in Grain Elevator? Would love to see several capzones so the attackers have to fight for each floor.
__________________
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#13
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I'm not sure how I'm going to set it up. I have no experience in any kind of kimset balance. Most likely I will be asking you guys for opinions.
I do want to set it up, where the attackers have to take multiple points surrounding the tower, before they can start taking the tower itself. I've also considered some sort of reinforcement cutoff, as much as I hate it in grain elevator. Being that the map will be on a smaller scale than originally intended, due to available time, I do plan on making it a battle, floor by floor for the most part. |
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#14
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updated screenshots
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#15
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hey,
looks nice. but can you tell me what this [MAP-WIP] stand for? because iam still working on my map too and thought about, loading up some screenshots here. greetz |
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#16
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MAP is a map, WIP is work in progress.
Please do, some more project posts would liven up this place a bit.
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#17
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Quote:
![]() yeah iam in the last steps of creating the "main-ways". when this is done, i post some screens.
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#18
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Nice work, Srinidhalaya!
The sky looks fantastic ![]() Did u do this sky by yourself (never saw that before)?! Nice idea too! Can you please provide us with more historical informations? ![]() Thank you! |
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#19
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its looks like the normal sky, i use too. but he put a lot of enviorment smoke over it or?
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#20
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Its one of the stock skybox textures, but I did have to over right the default texture. No environment smoke, but I do plan on some fog, depending on a few things. I think you are seeing the clouds in an extreme low light setting. No global lights in this map, just local actor>light
As far as historical info, its a fictional encounter, as stated. The only thing close to accurate is the factions. Everything else is fiction. The basics should go something to this effect... The main Tower in the center of the map, is the administration building for the campus. There will be 4 other buildings that will have internal access, (rooms, windows...ect). There will be several others that will be shell only, but the larger ones will have underground access from outside the buildings, into the utility tunnels that go to most every building. The TE version will be a "Neutral" version where either team can win attacking. The Allies will be centered in the tower, able to spawn on the upper floors as long as the bottom floor remains in ally control. If the Axis take the bottom floor, it will force the allies to spawn closer to the outside of the map, and come in as a "reinforcement" type scenario, and the remaining ally troops in the tower will have to hold the upper floors until they can retake the lower floors. If the Axis takes the entire tower they win. The buildings surrounding the tower will be controlled by the axis, and if taken by the allies, the allies win. It will be 64 vs 64 map, combined arms. The Allies tank will spawn in the same location if the lower floors are lost. The Axis tank will spawn opposite on the map. Far out from the campus buildings is rural farm land, of which most will be out of bounds decorations...and in one direction will have more urban structures, out of bounds of coarse. I'm trying to keep the draw count just under a few trillion...
Last edited by Srinidhalaya; 06-30-2012 at 09:45 PM. |
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