I do believe Harley just raised the bar!
That really does look great
Hi Harley,
friggin awesome looking. Several pictures of the river, bridge and the village remind me of one of the DH maps. DH_ChateaU? Forgot the name...
It was a nice map and yours looks stunning as well. It looks big too. Do you already know what time limit you will give on your map? That would give me/us a general idea of the size probably.
I am excited to try your map! :IS2:
Still working out the time for it but I'd say roughly 40 minutes or more with about 13 to 15 objectives so far. (it's a big'n) I also have to up the amount of reinforcements as the defenders keep running out before I get to the final objectives when testing. I have it at 300 russians and 250 germans at the mo. (Germans defending)
It's a lot of fun even with bots so I can't wait to see how it plays out with humans.
:IS2:
Hi all,
It's been a little quiet in here so here's some of my latest screen shots. The map (no name yet) is coming along nicely but I'm still only 3/4 the way through. I just hope it runs well for everyone - yikes! Lots of new assets in here so it'll be a large download when its done. sorry in advance for that.
I can't give an estimate of when it'll be done as my job keeps interfering. Still fleshing it out with models and such, also there are still covernode, mantle and spawn bugs that the good peeps at TW are looking into. So I'll wait until they are ironed out before releasing.
Anyway back to it. Hope you like.
Spoiler!
Open fields approach...I'll tweak this if it's too much of a slaughter. Smoke will be the key. Also this doesn't show craters and new log piles for cover
Spoiler!
New trench asset (wider than original TW) with new trench wall asset
Spoiler!
Frolicking in the woodness
Spoiler!
Stop off for some fly fishing?
Spoiler!
More frolicking
Spoiler!
Some new buildings - The procedural building didn't light well enough so I made a few new static mesh buildings in maya
Spoiler!
Ahh the serenity
Spoiler!
One of the objective interiors.
Spoiler!
Still havent' finished this area but it's a nice view.
Yeah human testing is a must as when you add them correct Bots will run to the objective and do what have to be done. They don't stay back they run to the objective.
Humans or at least quite a few will play different. Some will go prone on your map borders and pop down enemies from there. Others will just lay further back and pop enemies from the way back.
The most valuable humans will go for the objectives and kill enemies there while they cap the objective. Meanwhile they shout to the previous mentioned players to get in the bloody objective as they are struggling to cap it.
Very nice 8)
Terrain looks a bit low res at some points, what's the tiling on it like?
Also: http://udn.epicgames.com/Three/TerrainAdvancedTextures.html
Thanks Xendance!
All the ground textures are set to 4 (mapping scale) and they're 2048
Which screenshot do you think looked the most low res?
Thanks for the link too, will check it out now.
The one with the germans in the trench. It's so low res that it's pretty hard to figure out what the ground is supposed to be.
Though that probably is a mesh?
good work mate cant wait to try this.Hi all,
It's been a little quiet in here so here's some of my latest screen shots. The map (no name yet) is coming along nicely but I'm still only 3/4 the way through. I just hope it runs well for everyone - yikes! Lots of new assets in here so it'll be a large download when its done. sorry in advance for that.
I can't give an estimate of when it'll be done as my job keeps interfering. Still fleshing it out with models and such, also there are still covernode, mantle and spawn bugs that the good peeps at TW are looking into. So I'll wait until they are ironed out before releasing.
Anyway back to it. Hope you like.
Spoiler!
Open fields approach...I'll tweak this if it's too much of a slaughter. Smoke will be the key. Also this doesn't show craters and new log piles for cover
Spoiler!
New trench asset (wider than original TW) with new trench wall asset
Spoiler!
Frolicking in the woodness
Spoiler!
Stop off for some fly fishing?
Spoiler!
More frolicking
Spoiler!
Some new buildings - The procedural building didn't light well enough so I made a few new static mesh buildings in maya
Spoiler!
Ahh the serenity
Spoiler!
One of the objective interiors.
Spoiler!
Still havent' finished this area but it's a nice view.
I add them manually. Its a drag but then I know thay are placed correct.
I copy them in unlit mode which made it even harder to see if they wont float. But copy in lit mode makes the editor crash. Once copied I use the widget to rotate them in the desired position. I gave them a max drawdistance of 1500....
i could raise that but I'm a performance whore.