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Level Design my first ROO map

I am new to ROO. started to play like 3 weeks ago.

When the editor got out I just wanna to give it a try :) been like 2 years sinces I last mapped anything.............
my map are fiction. and a test for me with the editor. mabye it will turn out to be a real map someday.


Anyway here are some WIP shots of the mapz, all the houses will be replaced by SM. sofar they are only places holders so I can build my terrain...

any feedback would be nice:) thx


http://www.sixpakken.com/Mapping/RO/shot1.jpg
http://www.sixpakken.com/Mapping/RO/shot2.jpg
http://www.sixpakken.com/Mapping/RO/shot3.jpg
http://www.sixpakken.com/Mapping/RO/shot4.jpg
 
Cthulhu said:
Only complaint I have is that the tree facade in pic two is kinda repetitive..

Tip on fixing that:

Add in some variation in height to break the outline up.

Adding in a static-mesh tree every so often also helps tons!

When using facades.. make sure they are dense enough that you can't see the skybox beyond it :)
 
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how long did that take to do?

i think i may give mapping a try. i've already d/led the SDK

i hope its not as hard as HL/HL2 i started to map for DOD/DODS and i said the heck with it... alot of the custom maps i see being made are just too nice as in nothing is blown up, the terrain is like a walk in the park. it just takes away from a battlefield type atmosphere which i am totally for and i love terrain maps...

k thanks

BTRY B 529th FA BN/EAT_MY_CORPSE
 
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I did some mapping for HL2. but getting textures and models in the hammer editor are not as easy as in UED. you need alot of text files for all the models/textures u make. and the hit effect follows the model not the texture BHA :) The thing i hate the most is that u have no preview of your lights, you need to go ingame to see how it looks and I think that slowwwww down the mapping for me.

This RO map have I worked on for 2 days now. like 14 x2 hours :)
 
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