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Level Design RSTE-Anthill

Defwen

Grizzled Veteran
May 25, 2013
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Hey, I'd like introduce you my last map for Rising Storm, its name is Anthill and it's based on a mission from H&D 2. For those unaware, it's somewhere in an area of Maymyo, Burma.

It's a small map with dense jungle, a bridge in the middle and two objectives on each side of the bridge. Whoever controls the bridge gains option to attack across.


(click to view full size)

It was supposed to be part of RSTE-Torokina but the map didn't make it.
Spoiler!


Spoiler!



(click to view full size)

Development gonna follow Yonabaru's case, beta versions and later based on your feedback final version. First beta should be out this year.
 
First beta is available + 13 new screenshots on Steam Workshop:
[url]http://forums.tripwireinteractive.com/showthread.php?p=1450313#post1450313[/URL]

You might notice all screenshots have same characters. That's not a coincidence, they follow a story of Nomad team during Operation Stranger. It's not currently part of the map, but later betas will include this background story and players will be able to follow and find out what happen to this team.
 
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Good looking map.

Some floating meshes

http://imgur.com/a/D66Dd[url]http://imgur.com/a/D66Dd[/URL]

Also these things hanging from the trees push trough from the ceiling of the bunker and there is default material between the doorframes

http://imgur.com/a/RQZQ7[url]http://imgur.com/a/RQZQ7[/URL]

SWAT-> was a good one :D.

Floating meshes are there, if you find more just send me picture and I'll fix it.

I'm aware of that grass problem but wasn't able to fix it. It might end up by replacing with another grass mesh.

How did you spot that material thing? It's so small most player may never notice that. Anyway, I'll fix that.

Thanks.
 
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Player movement was very choppy.
I removed the rain emitters from the map and performance improved significantly.
That is something you may want to review, because I don't have issues with the rain emitters on Otorishima.
There are still areas like this grass patch that performed badly.
Lowering the density should help.
 

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Player movement was very choppy.
I removed the rain emitters from the map and performance improved significantly.
That is something you may want to review, because I don't have issues with the rain emitters on Otorishima.
There are still areas like this grass patch that performed badly.
Lowering the density should help.
That's because Otorishima doesn't use emitters, it uses a mesh, that's placed all over the damn map, about 4,000 times.
 
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That's because Otorishima doesn't use emitters, it uses a mesh, that's placed all over the damn map, about 4,000 times.


Well its good that you noticed that. It may be a better option for rain.
I can't open up Otorishima and see for myself at the moment because I just removed the beta maps option from steam.
Which for some reason deleted the entire RO2 multiplayer. :rolleyes:
 
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Easy to say. It's something that takes time to make. Rain is definitely a thing that might change in a future but at this moment, it is either emitters or no rain at all. Sorry.

I can get you the meshes, that Wolverine used for OtoriShima. He said he'd give them to me, but never did, which isn't a problem, I eventually was able to rip them out of the map, and have them saved somewhere....If you want them (I'll ask Wolverine first...They're his...) I can get you a copy.
 
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I can get you the meshes, that Wolverine used for OtoriShima. He said he'd give them to me, but never did, which isn't a problem, I eventually was able to rip them out of the map, and have them saved somewhere....If you want them (I'll ask Wolverine first...They're his...) I can get you a copy.

That's nice of you but I'd like to try and make a rain on my own. After all, it's something that might be useful to know how to do.
 
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:)

With sufficient hardware horse power, this map is as smooth on execution as anything out there. I say this kind of thing a lot, and people think I'm an insufferable snob. And that's ok. Beat me up. But don't ask the mappers to bugger something this beautiful to make up for "Smithsonian grade hardware."
 
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Sorry, wasn't trying to ignor or not wanting to give you the mesh. I'm really busy in 5 communities and working on 2 projects and mapping for contests in 3 others. lol. With that said. There is nothing wrong with using emitters for rain. Just curious, have you tried optimizing the emitters yet? I'm sure by adjusting their cull distance value you can get good results. I used mesh for that reason. Because you really not referring all the rain, you pretty much render one mesh at about 256 uu which helps out the rendering tremendously.

For those that want the rain pack or have already ripped it, you are welcome to get in touch with me on steam so I can give you the package, and the ones that have the package....feel free to use it as you wish.

Just give a brotha a bone when you do. ;)


Good luck with your map.
 
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Just curious, have you tried optimizing the emitters yet? I'm sure by adjusting their cull distance value you can get good results.

Yes, I currently have Max Draw Dis set to 5.0, problem is I can't tell if there is a performance increase or decrease when I change it as I don't have this problem.

I may try to release a test version with lower settings and get some feedback on it.
 
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