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Another WIP map. [message #185196] Tue, 10 January 2006 11:37 Go to next message
Naamloos is currently offline  Naamloos
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I have been working on another map again. I know snowstorm isn't fully finished at this time yet but I'm having some problems with it.

This map will have something snowstorm was supposed to have but didn't because it was already too large.

It will be a multi stage complex which will work as an "assault" mode map. This means in this case Nod players won't be able to play, or atleast very limited. Lot's of bots, defenses and other "traps" will be laying around.

Here some early screens from the "first stage":

http://www.n00bstories.com/image.fetch.php?id=1052417201

http://www.n00bstories.com/image.fetch.php?id=1020666000

http://www.n00bstories.com/image.fetch.php?id=1174941509

Suggestions welcome.


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Re: Another WIP map. [message #185197 is a reply to message #185196] Tue, 10 January 2006 11:45 Go to previous messageGo to next message
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I love the design of that map. It almost turns me on..

Goodwork!
Re: Another WIP map. [message #185204 is a reply to message #185196] Tue, 10 January 2006 12:45 Go to previous messageGo to next message
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You fail at sexuality.

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Re: Another WIP map. [message #185209 is a reply to message #185196] Tue, 10 January 2006 13:37 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Cool i like it.

Suggestion, turn that path into something like the road in the first mission "the scorpion hunters". That would look awesome.


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Re: Another WIP map. [message #185216 is a reply to message #185196] Tue, 10 January 2006 14:29 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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This maps sexy i must say. The design is uniq. I love this map.
Re: Another WIP map. [message #185222 is a reply to message #185196] Tue, 10 January 2006 14:37 Go to previous messageGo to next message
rm5248 is currently offline  rm5248
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The temple's pillars shouldn't be so alike each other... Some should have fallen parts on the ground, be of different heigths, etc.

w00t?
Re: Another WIP map. [message #185223 is a reply to message #185222] Tue, 10 January 2006 14:51 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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rm5248 wrote on Tue, 10 January 2006 22:37

The temple's pillars shouldn't be so alike each other... Some should have fallen parts on the ground, be of different heigths, etc.


I'll make some broken pillars.

I need some suggestions for the other "stages". I'll explain how I wan't to make it work in a bit more detail.

Once you enter the temple (or any gate/door) and passed a black wall you will be teleported to a different location. Some will be interior, some not. Why teleport and not just make the map as 1 big piece of terrain? Because this way AI bots won't all be comming to the same place when they "sence danger" as they won't know the way (AI pathfinding doesn't detect teleport zones). It also adds a bit of exploring and thinking "what will be hiding inside the next room?". I will also be able to change the music for each location.

I hope I can make the map so respawning mobs/defenses won't be needed. And the final room will be holding something to end the game. (probably a Nod building or beacon ped)


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[Updated on: Tue, 10 January 2006 14:53]

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Re: Another WIP map. [message #185237 is a reply to message #185196] Tue, 10 January 2006 16:35 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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Is that tunnel supposed to lead to the Temple of Nod Building itself?
Because I have a redundant model of the Temple I made in Gmax which I am thinking of re-doing in 3D Studio Max.
If you want to use it for this map, I can always rig it up for you!

http://img204.imageshack.us/img204/8103/tonproduction139ni.png


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Re: Another WIP map. [message #185239 is a reply to message #185237] Tue, 10 January 2006 16:52 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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WNxCABAL wrote on Wed, 11 January 2006 00:35

Is that tunnel supposed to lead to the Temple of Nod Building itself?
Because I have a redundant model of the Temple I made in Gmax which I am thinking of re-doing in 3D Studio Max.
If you want to use it for this map, I can always rig it up for you!

http://img204.imageshack.us/img204/8103/tonproduction139ni.png



Wow i see part of that hud you have in the screenshot, were did you get it?!?!


HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: Another WIP map. [message #185240 is a reply to message #185196] Tue, 10 January 2006 16:54 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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http://cabalonline.com/downloads/renegade/hud_main.rar

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Re: Another WIP map. [message #185241 is a reply to message #185196] Tue, 10 January 2006 16:58 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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The temple will have nothing to do with the Temple of Nod. It will just be an ancient temple that was recently discovered and now Nod and GDI are fighting for the things inside it.

And thanks for the offer WNxCABAL but I will not be needing any new exterior building models.


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Re: Another WIP map. [message #185242 is a reply to message #185196] Tue, 10 January 2006 16:59 Go to previous messageGo to next message
WNxCABAL is currently offline  WNxCABAL
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Fair enough! Smile

GL with the map! Big Ups


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Re: Another WIP map. [message #185339 is a reply to message #185196] Wed, 11 January 2006 07:58 Go to previous messageGo to next message
Blazea58 is currently offline  Blazea58
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I dunno when i personally look at it, i dont see much of an exciting layout in terms of design overall. The middle itself needs to be expanded as thats the center of attention. Sure you will have teleports but the actual main terrain in my opinion is the most important. It looks like its still low polygon and could still be greatly improved in terms of design.

I would highly suggest not having such round cliff edges and actually moving each verticy individually so it creates more of a natural feeling rather then an artificial look.

You gotta setup some boulders and rocks which should be ranging from small to very large, as well as some cactuses and other assorted varietys of objects to really give it the true feelng. Backdrops would be nice, perhaps get pics of the desert somewhere and make them seamless, and then you may have something more appealing to look at.

More peices need to be added to the pillar area as it doesnt quite remind me of ruins with the way its setup.



Good map to start, but for me to go out of my way to play one it really has to be something special and something that expands from all the maps we play on that kinda have the same overall feeling.
http://www.smh.com.au/ffximage/2005/04/27/templeofbel_widewe b__430x251.jpg
I think something like that seems more fitting if it were just loosly based on that.


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[Updated on: Wed, 11 January 2006 08:12]

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Re: Another WIP map. [message #185346 is a reply to message #185196] Wed, 11 January 2006 10:10 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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I think that the bridge needs to be redone, it should be more of a bridge and less of a plank.

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Re: Another WIP map. [message #185367 is a reply to message #185196] Wed, 11 January 2006 14:01 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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The "bridge" was placed there in a hurry. GDI didn't have enough time to build a concrete one.

I will add backdrops (probably models as I don't have the right textures to do something else, I'm stuck with those of renegade). The temple will get more detail and rocks and other objects will be placed for cover/decoration.

Keep in mind my main focus here is gameplay, not looks. But I'll try my best anyway. Rocked Over

Also, If anyone want's to help and create a "stage" you are more then welcome to do so. It doesn't have to be large. Maybe we can turn this a bit into a community project where everyone adds a bit to the map? Just a suggestion.


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[Updated on: Wed, 11 January 2006 14:01]

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Re: Another WIP map. [message #185401 is a reply to message #185339] Wed, 11 January 2006 16:31 Go to previous messageGo to next message
JRPereira is currently offline  JRPereira
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Blazea58 wrote on Wed, 11 January 2006 09:58

Sure you will have teleports but the actual main terrain in my opinion is the most important.


I'm still wondering what the benefits of being able to teleport around in this map will be. As far as I can see, it would just defeat the use of vehicles, and allow you to skip possible uninteresting parts of the map (and the entire map should be interesting; the boring areas should have details added or just be removed).


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Re: Another WIP map. [message #185408 is a reply to message #185196] Wed, 11 January 2006 16:47 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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I already named the benefits teleporters have over normal map layouts for this somewhat special gameplay.

Vehicles will still be used but they may not always be usefull unless you are attacking turrets and other heavy defences.

And you won't be able to run trough the map. I'll make sure getting from 1 teleporter to another will need a lot of teamwork.


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[Updated on: Wed, 11 January 2006 16:48]

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Re: Another WIP map. [message #185454 is a reply to message #185196] Wed, 11 January 2006 18:36 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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By changing the bridge i meant just add some supports under it not make a concrete one.

HORQWER wrote on Tue, 18 September 2007 20:47

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Re: Another WIP map. [message #185482 is a reply to message #185196] Thu, 12 January 2006 10:19 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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Small update.

This is what most stages will be like:

http://www.n00bstories.com/image.fetch.php?id=1097064994

Small dots = Infantry
Medium dots = Vehicle or Bonus
Large dots = Defense structure

And 2 more:

http://www.n00bstories.com/image.fetch.php?id=1026516363

http://www.n00bstories.com/image.fetch.php?id=1342505433

Once again, if anyone want's to make a "stage" you are free to do so. It doesn't have to be large or super detailed!


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[Updated on: Thu, 12 January 2006 10:23]

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Re: Another WIP map. [message #185483 is a reply to message #185367] Thu, 12 January 2006 10:53 Go to previous messageGo to next message
Aprime
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Naamloos wrote on Wed, 11 January 2006 16:01

The "bridge" was placed there in a hurry. GDI didn't have enough time to build a concrete one.


Ever heard of bridge layers?
http://www.bharat-rakshak.com/LAND-FORCES/Army/Engg/BLT.jpg
They take a shitload less time to deploy than actually BUILDING A WOODEN BRIDGE IN A PLACE WHERE WOOD IS SOMEWHAT OF A RARE RESSOURCE.

Besides, why make/deploy a bridge over a small trench when you can just FILL IT UP WITH SAND?


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Re: Another WIP map. [message #185484 is a reply to message #185196] Thu, 12 January 2006 11:02 Go to previous messageGo to next message
CompHobbyist is currently offline  CompHobbyist
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looks good to me, maybe make it a bit more detailed... the cross shaped part with the temple at one end needs to have the sidebars bent a bit so they don't look so manmade IMO. Maybe throw a few more obstacles and rocks around to make it look more natural.

I'd agree with the pontoon bridge idea Comrade suggested, either that or put a pile of gravel in the trench with a burnt out bulldozer next to it.


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Re: Another WIP map. [message #185508 is a reply to message #185196] Thu, 12 January 2006 14:31 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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I don't wan't to waste too much time to model a vehicle just to make that part of a map look beter. I will add 2 support pillars under it and that's it. (because I personally think it's fine)

The mountains may look man-made from top down view but once in-game you will hardly notice it.


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[Updated on: Thu, 12 January 2006 14:32]

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Re: Another WIP map. [message #185521 is a reply to message #185196] Thu, 12 January 2006 15:54 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Not too bad im actually starting to like it, exept for the teleprters.

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Re: Another WIP map. [message #185525 is a reply to message #185196] Thu, 12 January 2006 16:53 Go to previous messageGo to next message
Naamloos is currently offline  Naamloos
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Anyone know where I can find a decent tutorial for interior building modelling? (something more advanced then the stuff on renhelp would be nice...)

Atm I don't really know how to do many things for interiors. Mainly boolean is being a pain as it only allows me to use it once for each object.

Edit: Gmax only... I don't have the money for 3dsmax.


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[Updated on: Thu, 12 January 2006 16:54]

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Re: Another WIP map. [message #185527 is a reply to message #185196] Thu, 12 January 2006 17:37 Go to previous messageGo to previous message
icedog90 is currently offline  icedog90
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It's pretty easy to make interiors in Gmax. Just use things like extrude. The best way to start out is to make a box (representing the exterior) and then make another box inside of the box (being the interior), then select all faces of that box and flip them.
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