How does that confirm anything? That there are roads?? OK put roads, but as you can see in that same pic, the houses are really close and are just in a mess. So all he would have to do to the village is space out the houses a bit more and add some roads.[R-DEV]Rhino wrote:I never said it should look "neat" and build in blocks or w/e your thinking, I said it should make seance and shouldn't be so compact unless there is a big reason behind it which I can not see one. That pic that Jonny posts with the road setup just confirms with what I was saying before.
[Map] Darunta Dam (4km) [WIP]
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Ironcomatose
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Re: [Map] Darunta Dam [WIP]
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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arjan
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Re: [Map] Darunta Dam [WIP]
exactly.Mora wrote:Haha tunguska? Now that would be overpowered on this map i know there is a apache but you wont need a tunguska to get it down. 3 bullets from the tunguska and a whole squad is dead![]()
Nothing will stand in its way apart from the H-AT or maybe the apache.
as i said, they gonna need H-AT's and L-AT's
And the tunguska has an enoying radar too, so not that very effective in urban environment.
But lets say ZSU AA gun emplacements for the MEC should be nice too scatterd inside the city than the tunguska.
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agentscar
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Rhino
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Re: [Map] Darunta Dam [WIP]
the building setup makes no scene, if it was a shanty town you could just get away with it, how ever these are permanent buildings and as a result no one spends a few months building a house like that in some random spot, they would build it in a place where it would make some scene. dose not have to be in a grid nor dose it need to look "neat" but it dose need to make scene, which these dont. Roads are part of it as roads are in the technical term communications and each house really needs to be linked to them, no link = no scene.Ironcomatose wrote:How does that confirm anything? That there are roads?? OK put roads, but as you can see in that same pic, the houses are really close and are just in a mess. So all he would have to do to the village is space out the houses a bit more and add some roads.
If you look at that pic jonny posted thous buildings there all make scene, they are not just randomly there they are there for a reason. Its hard to explain so either you will get it or you wont but at the end of the day I know what I am talking about and the map will look and player better with it being done the way I'm on about.
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Ironcomatose
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Re: [Map] Darunta Dam [WIP]
As i already said, he should put more thought into the placement, more space and add the roads(with linkage and what have you) but all im saying is that he keep the claustrophobic feel that it has. And lets not forget that the mud huts in the rural towns of Iraq(reminds me of Dominican Republic, my mothers native country) are a stones throw away from being shanty towns so if it looks a bit like a shanty that would not be a bad thing.[R-DEV]Rhino wrote:the building setup makes no scene, if it was a shanty town you could just get away with it, how ever these are permanent buildings and as a result no one spends a few months building a house like that in some random spot, they would build it in a place where it would make some scene. dose not have to be in a grid nor dose it need to look "neat" but it dose need to make scene, which these dont. Roads are part of it as roads are in the technical term communications and each house really needs to be linked to them, no link = no scene.
If you look at that pic jonny posted thous buildings there all make scene, they are not just randomly there they are there for a reason. Its hard to explain so either you will get it or you wont but at the end of the day I know what I am talking about and the map will look and player better with it being done the way I'm on about.
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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Terror_Terror_Terror
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Re: [Map] Darunta Dam [WIP]
[quote=""'[R-DEV"]Rhino;709645']
ehhh your WIP pics of your village look ehhh really bad for the most part... its just a load of buildings thrown together with not much thought put into them... buildings so cramped together without a purpose look really bad...
[/quote]
Maybe my shots weren't very clear. I've actually been laying the village almost house for house, yard for yard, as it actually exists in reality (or as close as possible given the objects at my disposal and the limitations of the photo's I have). If anything I've actually been making it slightly less dense because the true complexity it's beyond the scope of the objects available. Believe it or not I have actually put some thought into it, I haven't just thrown in a load of houses at a whim. We are working on a 1:1 scale and distances, roads etc should be, as far as possible, what they actually are in reality.
Here's an aerial view with some roads thrown in for effect.

Here's an actual picture of that area, it's not like every house has it's front door on a road you can park your SUV on.

Not every house in Darunta has a flat roof and I was trying to achieve a bit of variation by mixing in 1 or two non Afghan statics. Out of over 50 houses in the area I've been working on 3 are Shacks (5 if you include shack_v1's).

So before I go any further can I just check what is ok and what isn't:
(1)

(2)

(3)

(4)

(5)

I'm not actually familiar with the Scenario mode so I hadn't considered it but that's what feedback is for. Just checked the Wiki and I can see no Scenario mode so er what is it? Another question, just a question mind you: Is it completely out of order to have an Insurgent AAS map?

[quote="spacemanc""]
2. Is it worth spending time modelling a new dam when theres 2 dam models already available and the time spent modelling a new one could be spent on other statics ( plus no doubt saving alot of space in the level download size )
3. Transplanting the town on to an incline will cause you serious problems
4. I take it the present minimap is just the google earth pic
5. Youre going to need ALOT of waterplanes.
[/quote]
2. I think there's actually 4 and they're all the wrong type, size and shape. I'm also assured it won't actually be that big when it's finished maybe around 500KB at most.
3. I think it will be ok, it'll just be a bit long but it's only a very slight incline that peters out to a flat so it's not actually to far from being flat.
4. No it's not, not the picture headed Minimap (WIP).
5. Only 2, Ghost has already been having fun with them and we have a provisional whopper already in place.
Vehicles
I guess it's gonna wait until we sort out the factions and game mode. I was actually considering 2 Merlins so maybe.
Er I guess that's it for now!
ehhh your WIP pics of your village look ehhh really bad for the most part... its just a load of buildings thrown together with not much thought put into them... buildings so cramped together without a purpose look really bad...
[/quote]
Maybe my shots weren't very clear. I've actually been laying the village almost house for house, yard for yard, as it actually exists in reality (or as close as possible given the objects at my disposal and the limitations of the photo's I have). If anything I've actually been making it slightly less dense because the true complexity it's beyond the scope of the objects available. Believe it or not I have actually put some thought into it, I haven't just thrown in a load of houses at a whim. We are working on a 1:1 scale and distances, roads etc should be, as far as possible, what they actually are in reality.
Here's an aerial view with some roads thrown in for effect.

Here's an actual picture of that area, it's not like every house has it's front door on a road you can park your SUV on.

Not every house in Darunta has a flat roof and I was trying to achieve a bit of variation by mixing in 1 or two non Afghan statics. Out of over 50 houses in the area I've been working on 3 are Shacks (5 if you include shack_v1's).

So before I go any further can I just check what is ok and what isn't:
(1)

(2)

(3)

(4)

(5)

To be honest whatever factions the map is for it's no real biggy in that we can change it whenever, I just thought MEC vs GB would be good. It could be GB vs Insurgents or US vs Insurgents or Obama vs McCain, whatever people think is best.[R-DEV]Rhino wrote:wait a minute, you are going to have a Afghanistan based map that is at the moment heavily under siege by Taliban Forces a British vs MEC map?
I'm not actually familiar with the Scenario mode so I hadn't considered it but that's what feedback is for. Just checked the Wiki and I can see no Scenario mode so er what is it? Another question, just a question mind you: Is it completely out of order to have an Insurgent AAS map?
The mountains to the east are sand dunes, maybe there's a way to tart them up but we are still working on the colour map so there may well be developments in that area in that respect.[R-DEV]Rhino wrote: anyways on the map side of thing, your minimap is looking quite good with the mountains to the west, thou your mountains to the east without a good texture look rather dull..
I'll ask Ghost, all that Max talk is a foreign language to me[R-DEV]Rhino wrote:as for your new dam, can we get a clay render?
[quote="spacemanc""]
2. Is it worth spending time modelling a new dam when theres 2 dam models already available and the time spent modelling a new one could be spent on other statics ( plus no doubt saving alot of space in the level download size )
3. Transplanting the town on to an incline will cause you serious problems
4. I take it the present minimap is just the google earth pic
5. Youre going to need ALOT of waterplanes.
[/quote]
2. I think there's actually 4 and they're all the wrong type, size and shape. I'm also assured it won't actually be that big when it's finished maybe around 500KB at most.
3. I think it will be ok, it'll just be a bit long but it's only a very slight incline that peters out to a flat so it's not actually to far from being flat.
4. No it's not, not the picture headed Minimap (WIP).
5. Only 2, Ghost has already been having fun with them and we have a provisional whopper already in place.
Vehicles
I guess it's gonna wait until we sort out the factions and game mode. I was actually considering 2 Merlins so maybe.
Er I guess that's it for now!
Last edited by Terror_Terror_Terror on 2008-06-23 23:34, edited 3 times in total.
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Rhino
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Re: [Map] Darunta Dam [WIP]
ehhh when making the map factions is a very imporant part when developing it for them, epically when its asymmetrical. I agree GB vs MEC would be the essayist to balance, but when there is a r/l conflic in this zone you should emulate that into your map.
The main problem with your village setup is the mix of statics and how you have put together the afghan statics.
The mix of statics do not blend in or suit each other at all, well, mixing dest walls with non dest walls that look very different, shop, suburb and dest afghan buildings all in the same area, it just dont work very well.. Also your afghan buildings look really badly put together tbh...
your layout in the new pics looks better, but ehhh, really I would wait on doing the villages to post v0.8 since then you can get the new afghan statics I've done which will give you a hell of a lot more flexibility with also not running out of networkable objects and generally it will look and work better overall.
For now I would work on the rest of your terrain, your dam area, your roads plan and other things.
For muttrah I found the best thing for me to do was in fact draw out my roads on a plan of my map in PS, then make that my editor colour map then I made my buildings around that. Was overall much easier and quicker to work with, then once all my blocks where done I just added my roads to my map
The main problem with your village setup is the mix of statics and how you have put together the afghan statics.
The mix of statics do not blend in or suit each other at all, well, mixing dest walls with non dest walls that look very different, shop, suburb and dest afghan buildings all in the same area, it just dont work very well.. Also your afghan buildings look really badly put together tbh...
your layout in the new pics looks better, but ehhh, really I would wait on doing the villages to post v0.8 since then you can get the new afghan statics I've done which will give you a hell of a lot more flexibility with also not running out of networkable objects and generally it will look and work better overall.
For now I would work on the rest of your terrain, your dam area, your roads plan and other things.
For muttrah I found the best thing for me to do was in fact draw out my roads on a plan of my map in PS, then make that my editor colour map then I made my buildings around that. Was overall much easier and quicker to work with, then once all my blocks where done I just added my roads to my map
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Waaah_Wah
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Re: [Map] Darunta Dam [WIP]
If you have ever been in an similar area youd know that some towns actually look like that[R-DEV]Rhino wrote: but ehhh your WIP pics of your village look ehhh, really bad for the most part... its just a load of buildings thrown together with not much thought put into them, using all types of statics which dont match or work together etc... buildings so cramped together without a purpose look really bad...
IMO the vellage looks very good
Never argue with an idiot, he will just drag you down to his level and beat you by experience
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space
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Re: [Map] Darunta Dam [WIP]
I like the layout too, and I think its quite realistic. It would be great for gameplay, as there isnt many maps in PR that have areas of building close together - only map I can think off is the south edge of the city on Ejod, and Ive had some great gameplay in those alleyways ( and sometimes in the office area on Qwai )
I would remove all the statics that you have pointed out though. Using the same statics over and over wont look as bad when the overgrowth and other static objects are added. I would remove the fence sections as well - maybe try the tool shed doors ( r + l ) - their colour will go much better
I would remove all the statics that you have pointed out though. Using the same statics over and over wont look as bad when the overgrowth and other static objects are added. I would remove the fence sections as well - maybe try the tool shed doors ( r + l ) - their colour will go much better
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Tomato-Rifle
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Terror_Terror_Terror
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Re: [Map] Darunta Dam [WIP]
Fair enough. So if we go Insurgent what are the game mode possibilities?[R-DEV]Rhino wrote:ehhh when making the map factions is a very imporant part when developing it for them, epically when its asymmetrical. I agree GB vs MEC would be the essayist to balance, but when there is a r/l conflic in this zone you should emulate that into your map.
The thing with the Afghan statics as they are is that they're textured the same and if every wall and house had the same texture it might end up looking like a council estate.[R-DEV]Rhino wrote: The main problem with your village setup is the mix of statics and how you have put together the afghan statics.
So can wallhigh and afghan_wallhigh not mix?
What about the Afghan static placement, how do you mean badly put together, at the seams?
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Rhino
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Terror_Terror_Terror
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Re: [Map] Darunta Dam [WIP]
Yah very shexy shtaticsh so when's 0.8 coming out? 
But back to the question how do you mean badly put together? At the seams? Let me know and I'll sort it out.
But back to the question how do you mean badly put together? At the seams? Let me know and I'll sort it out.
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Rhino
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Re: [Map] Darunta Dam [WIP]
just to take 1 building.

lots of seems, pillars sticking up and walls that shouldn't be there coming though the roof, these will look even worse and more apparent when you add lightmaps to it.

lots of seems, pillars sticking up and walls that shouldn't be there coming though the roof, these will look even worse and more apparent when you add lightmaps to it.
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GhostDance101
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Re: [Map] Darunta Dam [WIP]

Btw I only started using 3dmax a few weeks ago... so I will probably remake it a few more times and try and refine it. I'm not looking forward to uv mapping it... I'm not too sure how much detail to put in?
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Ironcomatose
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Re: [Map] Darunta Dam [WIP]
HA!! Told you the village layout and feel was very real looking!! Just needed a little work, which you are helping him with now.
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Rhino
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Re: [Map] Darunta Dam [WIP]
@ghost Multi-Platform Clay Wip Renders - Game Artist Forums
the dam is looking pretty basic at the moment, got any good r/l pics so I can critic on it more?
the dam is looking pretty basic at the moment, got any good r/l pics so I can critic on it more?
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fuzzhead
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Re: [Map] Darunta Dam [WIP]
in a matter of speaking.... yes. however if such a thing as a taliban faction existed, it would be great to use AAS onIs it completely out of order to have an Insurgent AAS map?



