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Redline

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Everything posted by Redline

  1. New progress update http://imgur.com/a/1lpfO Edit: Bah messed up the screenshots a bit. I'll post more later this week. Laptop is back up and running! Changelog: -Redid entire Cave system (Still needs to be textured properly) -Rocks. So many rocks. -Reworked landscape -Rework infantry paths -Added Cave entrances to craft better Obelisk/AGT gameplay -GDI base has many new details To do: -Rework rivers to have flow animation similar to field -Underwater tunnel paths -Work on Nod base -Lighting -Harvy, AI paths -Ladders -Minimap
  2. Sorry there havn't been any updates recently. My laptop's main hard drive failed. Not to worry the SDK files and the maps are on the secondary drive. Just got a new drive so it'll take me 10 hrs of labor to get back up to speed. Also moving to a new house. So I should have some new pics in ~1-2 weeks.
  3. I'd like to see some Icons/Pictograms used more. Using text is meh.
  4. I strongly recommend we decrease the soft boundary time to 5-7 seconds I can pull some real bullshit now as a SBH or Apaches sneaking into bases on walls for example. I really like the boundarys just feel like its a bit too easy to dodge gdi base hunting. Maybe speed hotwire up just a tad? That girl is barely any faster than the engineer who should rightly be modeled with an enormous beer gut now.
  5. I've got a plan for the bridge now. Did a proof of concept earlier no need for 3DS max. Just need to create 2-3 prefabs and it will look like the old one essentially. Considering placing a broken mammy or other small destroyed vehicles to break up the loonnnnggggg bridge that it was. Thoughts?
  6. Just let me take a look at the current map progress. You dont have to make a custom 3D model for this bridge. With some creativity using static meshes and the landscape tool I could get this done. If not....well I installed 3DS Max already I've been using AutoCAD products for 10 years. Someone would just have to texture it. I'm a designer and less of an artist. Link meh thommy.
  7. Thommy, Link me to the most recent SDK file and I'll take a look at it. I've had some good experience building bridges in my current map.
  8. Huge progress update. Would say 50% done with map at this point. Currently working on: Infantry tunnels, Border art, Adjusting landscape, finishing cave AC-130 area. See pics in link below http://imgur.com/a/pFr19
  9. Dropping a new album. http://imgur.com/a/Fnt0x Reduced map size. Silo relocation. Water progress. Cave 60% done at AC-130 crash site.
  10. Thanks for the feedback guys. I'm shaving away at the map since its a bit big. Not trying to create a huge map like eyes. I'll be taking my time on the landscape and shaping it correctly. Working on the infantry paths now. Part of the AC-130 crash will be inf only. Havn't got to lighting yet, and currently is just a placeholder. Same with all materials.
  11. Just need to learn how to make caves/archways/tunnels. The mid area in front of the ref's/AGT's will be heavily walled off (think orginal mesa cave, and smaller than eyes cave). Ideal goal make it so you can only hit the ref a lot, and AGT/OB require rushs to hit. Next on the list is adding water, and fleshing out the center cliffside infantry paths that have tunnels that let you sneak into the base. Fine tuning the placement of the AGT/OB is something I'll need beta testers for. As well as how I handle the bridge paths with Arty/MRLS range on the HON/WF.
  12. New pics! http://imgur.com/a/V5515 Got rid of the ebola textures and made it easier to see whats going on.
  13. Materials is next. Just shaving off landscapes and smoothing things out for now. Focused on getting the landscape/gameplay right before I make it look pretty. The AC-130 crash site is going to be more cave like to prevent AGT, and Obelisk hitting anything that enters the mid area.
  14. Map making time. Just started this for real today. General layout is done and map is about 10% done. Hoping to get a lot of done during the winter break, but I have to learn the entire SDK along the way. Used to do some Valve SDK map making using hammer. Early SDK Screenshots in the link below http://imgur.com/a/Y6OsL Description/Features: -Elevation/Cliffs priority in vehicle gameplay. -Centered around silo and crashed AC-130 Plane -Thin bridge to connect clifftop vehicle path. -AGT and Obelisk -2 Vehicle paths -2 infantry paths that sneak into base
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