Redline Posted December 27, 2015 Share Posted December 27, 2015 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 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 27, 2015 Totem Arts Staff Share Posted December 27, 2015 You really need to fix the landscape material Quote Link to comment Share on other sites More sharing options...
Ryz Posted December 27, 2015 Share Posted December 27, 2015 Keep up the good work, but it's hard for me to make anything out of these screenshots at the moment. Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted December 27, 2015 Share Posted December 27, 2015 I think what he has done is just applied a basic material to help with seeing how the landscape looks because the blue/white squares can make it hard to see. To be honest I use the same thing to help me when I first start a map since I cannot see that clearly how much difference my landscape looks like after trying to alter the height map. Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted December 27, 2015 Share Posted December 27, 2015 You really need to fix the landscape material Keep it. It will be an illusio pit map (Points for you if you know the illusio pit reference) But to be serious, change te material. It's very hard to see what you've made due to the material. Even wireframe mode is more clear Quote Link to comment Share on other sites More sharing options...
Redline Posted December 27, 2015 Author Share Posted December 27, 2015 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. Quote Link to comment Share on other sites More sharing options...
dAEc Posted December 27, 2015 Share Posted December 27, 2015 Good luck with your project! Quote Link to comment Share on other sites More sharing options...
Redline Posted December 28, 2015 Author Share Posted December 28, 2015 New pics! http://imgur.com/a/V5515 Got rid of the ebola textures and made it easier to see whats going on. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 28, 2015 Totem Arts Staff Share Posted December 28, 2015 Landsape material looks way better now Quote Link to comment Share on other sites More sharing options...
Ryz Posted December 28, 2015 Share Posted December 28, 2015 Yeah this looks good, not to complicated, but still adventurous... Quote Link to comment Share on other sites More sharing options...
Profane Pagan Posted December 28, 2015 Share Posted December 28, 2015 Nice work! By viewing the pictures is it too far fetched to assume, that the teams will bombard each other's base from the distance? By the way, do the defensive towers have equal range? In my opinion AGT, Obelisk, Tiberium factories are in the open, with a little exercise and adjustment, artielly and mlrs can shoot over to hit powerplants or airstrip. Or do you plan to build walls as well? Quote Link to comment Share on other sites More sharing options...
Redline Posted December 28, 2015 Author Share Posted December 28, 2015 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. Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted December 28, 2015 Share Posted December 28, 2015 It has a good shape overall. Let's see what comes out of this! I really like the big field. Can get some nice tankplay there. Keep an eye on the long range bombardment of arties/mlrs. They have a max range so try to find the sweetspot for this layout. I really like it. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted December 28, 2015 Share Posted December 28, 2015 Interesting map! Looking forward to playing it! I'd keep the middle and the AC crash site as an infantry only place so they have a place to hide when tank battles arise in the middle! As already mentioned, I'd also be careful with base to base fire and line of sight. Keep in mind that the artillery shoots with an arch and has the largest range in game! I see a lot of vehicle paths here, but is there an infantry only path? How long is the walk? I'd keep it under 30 seconds of walking time Nice lighting in the map there! But are you planning on using a different accent of green? I think it might be better for your scene I think it's an interesting map and again, I'm really looking forward to play it! Keep up the good work! Quote Link to comment Share on other sites More sharing options...
Redline Posted December 28, 2015 Author Share Posted December 28, 2015 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. Quote Link to comment Share on other sites More sharing options...
Redline Posted December 28, 2015 Author Share Posted December 28, 2015 Dropping a new album. http://imgur.com/a/Fnt0x Reduced map size. Silo relocation. Water progress. Cave 60% done at AC-130 crash site. Quote Link to comment Share on other sites More sharing options...
Redline Posted December 30, 2015 Author Share Posted December 30, 2015 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 Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted December 30, 2015 Share Posted December 30, 2015 Looking good. Good luck with placing rocks, that's the boring part Perhaps show an overview of the map so we can see the general layout again. Keep 'm coming! Quote Link to comment Share on other sites More sharing options...
toOt Posted December 31, 2015 Share Posted December 31, 2015 nice redline. also your source mods for source are awesome lol. socom!! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted December 31, 2015 Totem Arts Staff Share Posted December 31, 2015 First I thought that this would be another messed up map, but it isn't. Keep up the good work Quote Link to comment Share on other sites More sharing options...
Redline Posted January 19, 2016 Author Share Posted January 19, 2016 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. Quote Link to comment Share on other sites More sharing options...
Ryz Posted January 20, 2016 Share Posted January 20, 2016 Good luck with your harddisk / laptop and moving, heavy business, especially the last! Quote Link to comment Share on other sites More sharing options...
Redline Posted January 24, 2016 Author Share Posted January 24, 2016 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 Quote Link to comment Share on other sites More sharing options...
[TmX]Super-Kh Posted January 25, 2016 Share Posted January 25, 2016 wow such progress,the map seems nice for tank battles. Quote Link to comment Share on other sites More sharing options...
Redline Posted January 25, 2016 Author Share Posted January 25, 2016 Thanks. Going for the feel of a 70% size of Eyes, Tank game play of field, No air units, environment of islands/field, a cave somewhat similar to original mesa. Quote Link to comment Share on other sites More sharing options...
Electrifyer809 Posted January 26, 2016 Share Posted January 26, 2016 Looks like an interesting map, looking forward to trying it out sometime! Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted January 26, 2016 Totem Arts Staff Share Posted January 26, 2016 I think that the structures are too close to each other. And could you make screenshots with lit-mode on. I think that looks something nicer Quote Link to comment Share on other sites More sharing options...
Redline Posted February 2, 2016 Author Share Posted February 2, 2016 Huge progress update. See album link below http://imgur.com/a/oKqat Would say map is 70% done now. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kenz3001 Posted February 3, 2016 Totem Arts Staff Share Posted February 3, 2016 looking good but you need to use the MIC i shown you to get those textures scaled down Quote Link to comment Share on other sites More sharing options...
RoundShades Posted February 3, 2016 Share Posted February 3, 2016 Super-Kh":a6avw4vd]wow such progress,the map seems nice for tank battles. The map seems lovely to either battle to the death in armored treaded mortal combat, or to frollock around to the rivers and grasslands and cliffs and enjoy the nature. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 6, 2016 Author Share Posted February 6, 2016 Hussling this map along here. Shooting for a pre pug play test in 2-3 weeks. Landscape and infantry tunnels are done. To do: Lighting AI stuff Harvy pathing Blocking volumes + soft boundries Quote Link to comment Share on other sites More sharing options...
Redline Posted February 9, 2016 Author Share Posted February 9, 2016 Its about time I had other people test the map. Get the link below. It references beachhead materials so hopefully there won't be an issue since I included the beachhead Env. package. Beachhead should be on the test server anyway. https://drive.google.com/file/d/0B_nllW ... sp=sharing I'm looking for gameplay feedback and suggestions for balancing. There are many minor details to take care of. Known issues: -Harvy pathing needs fixing -AI nodes not added -Blocking volumes for vehicles / perimeter have not been added. -Minor texturing/landscape work -Additional lighting needed for infantry tunnels -Dmg from tiberium not added -Endgame cameras not added -No Minimap / Preview Pic of map Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 9, 2016 Share Posted February 9, 2016 Cool. Please note that the beachhead package has changed. Do not ship this package yourself if you only reference it!! I have already encountered an issue whilst adding this; Please do not ship the package from beachhead with your own files, either create your own package or don't ship it. If we start overwriting each others work (because that's what an auto-downloader will do) maps will only stay broken.. Also note that in your .ini file you forgot to adjust this line below. For now I've fixed it for you (in the map repository and on the server) but you'll have to change the one in your google drive yourself. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 9, 2016 Author Share Posted February 9, 2016 My mistake. Just delete the overwriting file then. Since beachheads files are there it should run fine. Quote Link to comment Share on other sites More sharing options...
Bananas Posted February 10, 2016 Share Posted February 10, 2016 Won't go into specifics or point messed up things out since it looks like you have a ton to do still. Two things I noticed right away. The infantry tunnels are long, straight, and have nothing in them. They will be super boring. The tunnel under the airstrip is just wut. It's just a long straight tunnel under the entire thing. If a beacon gets put down there, it will be a huge pain. If you really want the tunnel there, I would suggest you shorten it by a ton. The layout actually seems like it could be interesting. Map has potential, just needs more work and lots of touch ups. Quote Link to comment Share on other sites More sharing options...
Redline Posted February 10, 2016 Author Share Posted February 10, 2016 Thanks for the honest feedback. I agree about the infantry tunnels being too long. I have a plan to shorten the distance to silo if just means separating the two paths potentially. The strip tunnel I could shorten or simply angle the strip a bit so its a little less deafly with ions. More props down there or a bend is prob a good idea. I'll play around with it. Fixed: Harvy pathing Ai nodes added Landscape sloping infront of bases leading to caves regraded Still much to do, but I believe its aleast half playble for now. Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 10, 2016 Share Posted February 10, 2016 The layout actually seems like it could be interesting. Map has potential, just needs more work and lots of touch ups. I totally agree on this! I really like the layout and foresee a nice gameplay here! I like the 3 vehicle paths a lot! You still have some map dressing to do but that's easily done.. The layout and gameplay are more important, I think you did a great job here. I'll provide more in depth feedback after a testing session Quote Link to comment Share on other sites More sharing options...
Redline Posted February 11, 2016 Author Share Posted February 11, 2016 Officially going for next weeks PUG for testing, but maybe a version for this Saturday's PUG potentially depending on how much I get done before it. Fixed: Tiberium Dmg Volumes Vehicle Blocking Volumes Map perimeter Blocking Volumes (I will add soft boundaries if they are appropriate anywhere) More AI Nodes Lighting for Infantry Tunnels complete Expanded Silo area and added additional tunnel path to shorten distance Restructured Nod Base (Still work to do on tunnels, and landscape) Mystery Box's added & restricted for no vehicles on some To do/Issues: Ladders need to fixed Some more blocking/tiberium volumes needed End Game camera Spotting areas Minimap Grass/Foilage details and viewing distance to be reworked. Some minor props/details to be changed in Tib Cave Quote Link to comment Share on other sites More sharing options...
Ryz Posted February 12, 2016 Share Posted February 12, 2016 You mean for the map testing session before the PUG ? Quote Link to comment Share on other sites More sharing options...
Redline Posted February 16, 2016 Author Share Posted February 16, 2016 I did some stuff. http://imgur.com/a/PKjwA Quote Link to comment Share on other sites More sharing options...
Xtractor Posted February 16, 2016 Share Posted February 16, 2016 Nice stuff ,cool boat and Bridge and ...GJ Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted February 17, 2016 Share Posted February 17, 2016 This is beginning to look great Keep up the good work. Somehow it reminds me of the first GDI mission in Tiberian dawn... the shore with the boat. Nice and bright. Perhaps place some destroyed GDI buildings on the beach and nod turrets to create the "nostalgic" factor Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff DaKuja Posted February 17, 2016 Totem Arts Staff Share Posted February 17, 2016 I tested your Map today, there was an bunch of Bugs they i found. Here those Images : http://imgur.com/a/NNYZz Be careful with scaling the Prefab Buildings, as you see in the Screenshot u can massed up many Stuff and this Point the AGT can't fired with his RocketLauncher and the Guns stucked on half way in the Building so there got restricted view Keep an Eye on your Tunnels, there are many places where Rocks or some other Stuff looks inside and the Tunnels are deadly too. Now i'm get feared about dark corners The whole Map needs more smooth and the AI Pathes from the Harvesters are broken, they got stucked on diffrent Places. Otherwise an really beautiful Map design, love the Waterfalls into the Tiberium Crystals, Details in the GDI and Nod Base bunch of very nice Ideas. Keep it going, i can't waiting to play the next Version Greez. DaKuja Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 17, 2016 Totem Arts Staff Share Posted February 17, 2016 Just don't scale up the buildings because it will mess up the buildings Quote Link to comment Share on other sites More sharing options...
Redline Posted February 17, 2016 Author Share Posted February 17, 2016 Thanks dakuja. Although the version you tested is very old. I have to delete & replace all my buildings anyway so no worries. All the other issues you posted about with the pics have largely been solved. still tweaking gdi harvester path in though. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 19, 2017 Totem Arts Staff Share Posted February 19, 2017 Work In Progress! So since I took over the map (because @Redline is not finishing it at the moment), I did some changes and fixed some stuff first I didn't like at all. Not big things has changed but small things like landscape fixes, lighting fixes, mesh fixes etc. Here some screenshots! 2 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted February 19, 2017 Share Posted February 19, 2017 Well done sir, very cool sidenote; still think those trees look weird. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 19, 2017 Totem Arts Staff Share Posted February 19, 2017 41 minutes ago, Ruud033 said: Well done sir, very cool sidenote; still think those trees look weird. Thinking of changing some of them to different ones Quote Link to comment Share on other sites More sharing options...
Henk Posted February 20, 2017 Share Posted February 20, 2017 I think the color palette could use some variation, and more saturation. The brightness of the map looks good, but it could use a bit more contrast between grass/sand/rock/sky. And the tiberium cave needs crystals. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted February 20, 2017 Totem Arts Staff Share Posted February 20, 2017 2 minutes ago, Henk said: And the tiberium cave needs crystals. I did but think it's too small or not visible enough..... Quote Link to comment Share on other sites More sharing options...
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