Siege at Ochamachira [WIP]

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IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

Psykogundam wrote:making maps in PR seems to me to be a lot like painting a picture. Multipal layers of work. each time a layer is placed it gives way for additional ideas and inspirations. and an early layer is like nothing in comparrison to the end result.

very nice area Irontaxi. Im an agent of chaos too, lets put a smile on those PR faces.
well put...agent of chaos...hehe..

yeah mapping does have alot of layering aspects.. I often go back around the whole map in a very organic way and change and add things. no area is really ever done...

for example I might find a great fit for a certain type of wall in one spot and then go back and swap those walls in somewhere i have already done to give continuity...
IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

=Romagnolo= wrote:Do I see a kind of a new bunker in this picture ?

http://img233.imageshack.us/img233/6697 ... 237ku8.jpg

maybe...
hall0
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Re: [Map] Siege at Ochamachira

Post by hall0 »

Nice map.
IronTaxi
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Development shots

Post by IronTaxi »

Some quick development shots for all you budding level designers out there..

Just to give you a point of comparison in your mapping process.

each shot is accompanied by a brief explanation

Tried to use these xpack objects to create a loading station for the train system in the base. Think it makes a nice visual mess which players have to navigate.

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a really interesting location which will probably become one of the natural strongpoints on the map. tried to create some decay with the broken pipe on the left as well as the old unfinished cement forms out in the water. with some scraggly bushes and a few more statics it will be a nice looking location and very
fun for cqb

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Mainly included this to show an organic layout of derelict containers in a run down port. while still in development, im trying to develop a sense that the port has become rundown and misused.. notice containers in the water and at odd angles. dont be the mapper who just throws a bunch of ocntainers on a pier in a straight line as filler!!!! purpose!!

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A typical rail line thorugh an idustrial area. Ive added the barriers to break up the space and make players navigate through the rail line area. makes them feel more purposeful as well as providing a place to get pinned down. might develop this space a bit more.

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Another effort to create visual and strategic levels in an otherwise flat map. assuming the tanks have a host of pipe networks and was added after the initial port was built. so they raised and covered the tanks pipework. breaks up a corner of the port. provide both cover and height.

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Still fighting with this space but essentially wanted a non linear rail terminus. a few side lines to park rail cars. the cars also cover the approach to the raised base of the silos which will be a strong point of sorts. still WIP..not quite what I want yet.

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This raised tower and tank area breaks up 1/3 of the port and will be a way point when moving across the port en masse. towers can be accessed via rear ladders but highly exposed. also middle section has a drain to open water.. watch you dont fall in! hehe..
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basic layout of a town that will just skirt the port. Will serve as a gathering point for attacking militia forces. will not be directly involved in game play so will not be detailed too much. Maybe just painted roads. some bells and whistles. would make a good command area for the militia commander.

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A practical looking pipe and tanks system that will break up the main flow area of this 1/3 of the port. May still add a wall or 2 along the water. really breaks up the visual from left to right. Hopefully make the player concentrate on what they are looking at. cause some tension. still need decoration as well.

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So just some devlopment shots as I said. hopefully inspire someone or give poeple some ideas.. feedback welcome.

:)
Last edited by IronTaxi on 2008-12-04 21:01, edited 1 time in total.
LtSoucy
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Joined: 2007-03-23 20:04

Re: [Map] Siege at Ochamachira

Post by LtSoucy »

very nice, good job, maybe as you said make some roads in town and add some objects to make it look better but looks great.
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RedAlertSF
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Re: [Map] Siege at Ochamachira

Post by RedAlertSF »

Town needs much more detail, but it looks cool anyway. Great work!
hall0
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Re: [Map] Siege at Ochamachira

Post by hall0 »

@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen looking a bit strange.
Psyko
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Re: [Map] Siege at Ochamachira

Post by Psyko »

hall0 wrote:@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen looking a bit strange.
not lightmapped yet afaik, i think thats why they dont look normal
Rangu
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Re: [Map] Siege at Ochamachira

Post by Rangu »

Good-looking update! Can't wait for more details!
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IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

hall0 wrote:@RedAlertSF
This is WIP!

Nice
But the storage tanks on this screen looking a bit strange.
if the layout looks strange I agree. but imagine they are elevated gravity fed fuel tanks used to refuel ships. ill add some refueling access pipes towards the water to make some sense of it
Jigsaw
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Re: [Map] Siege at Ochamachira

Post by Jigsaw »

This map looks great, should hopefully be some wicked firefights through the docks.

Also looks like it should be a very interesting area both to defend and attack :)
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
IronTaxi
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Re: [Map] Siege at Ochamachira

Post by IronTaxi »

My current objective for this map is really 2 fold..

1. Create a near CP free map

2. Create a focused objective based battle.

Not sure if point 2 can even be done. But im hoping by giving the defenders superior defence capabilities and a large but fairly defenceable base the attackers will be forced to organize and plan their attack or be turned to ground beef. Would really like to see a mortar system implemented for the defenders by the time this map comes out. give them an extra nasty toy.
x.trEm*e
Posts: 111
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Re: [Map] Siege at Ochamachira

Post by x.trEm*e »

it would be nice if the map lighting of the env-map would be very very sunny and bright
mp5punk
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Re: [Map] Siege at Ochamachira

Post by mp5punk »

this map is gonna own hope it got choppers.
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M_Striker
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Re: [Map] Siege at Ochamachira

Post by M_Striker »

WOW, I love the port.
scandhi
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Re: [Map] Siege at Ochamachira

Post by scandhi »

Arn't those the Bunkers the firenests seen on newer maps (US army mainbase at koregal)?
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CodeRedFox
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Re: [Map] Siege at Ochamachira

Post by CodeRedFox »

Just the covers are original on Korengal :-P

Glad someone else is using them too
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LtSoucy
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Re: [Map] Siege at Ochamachira

Post by LtSoucy »

RedFox you ruined it! :D I was just going to let them run free thinking about the "new" bunkers but, you had to can crush there hopes. :p
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Ohnoyoudidnt565
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Re: [Map] Siege at Ochamachira

Post by Ohnoyoudidnt565 »

can't decide between 1 or 3. Mostly 3.

]CIA[ Jackdaripper

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Teek
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Re: [Map] Siege at Ochamachira

Post by Teek »

Ohnoyoudidnt565 wrote:can't decide between 1 or 3. Mostly 3.
??? did you read anything other than the OP?
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