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Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 15:57
by G.Drew
one word: NICE!

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 18:18
by Rudd
I like that the militia will have the naval option

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 18:34
by Scot
Mmmm... very shexy!!

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 18:38
by Rudd
would be a great night map...Militia sneaky sneaky in the darky darky :D

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 18:44
by Scot
Dr2B Rudd wrote:would be a great night map...Militia shnurgly in the darky darky :D
Fixed for Royal Marines :p

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 19:57
by IronTaxi
Dr2B Rudd wrote:would be a great night map...Militia sneaky sneaky in the darky darky :D
yeah,,,im thinking similar but more like dusk or very early morning attack...like quite dim with a long clear view...not sure how that would come out mind you..

hehe

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 20:05
by Hans Martin Slayer
looks promising!

interesting read as well, rather a tutorial than the 'usual dev journal post', hehe.

:-P

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 20:08
by Yrkidding
Yea, I think dusk would look real good with half the sun over the horizon and 1 lone cloud in the sky next to it :D Keep up the good work on the map!

mapiphany and the art of making things not the same.

Posted: 2008-10-05 20:38
by IronTaxi
Thought i'd drop some process shots just to show you guys how i go from base to more decorative areas.. had a nice mapiphany today as well which has added a nice touch to the uniqueness...

first of all.. a basic warehouse...

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add some covering against the wall.. to change the overall shape of the building then slap some walls along the pole bases and slide some piping in.. alot more interesting than the standard crates against the wall. nothing to write home about but adds levels, cover, directs traffic...and can be dressed a bit more.

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Some pipes running through the warehouses.. basically take up space and create chaos in the scene and make it hard to see clearly through.. but they could be much better...

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Clone the pipes and drop them down and add and subtract some bits.. and wowo a really cool level obstacle that adds chaos directs traffic and acts as cover.. better than the standard pipes on stands IMHO..

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And finally my mapiphany.. I was wondering what to do with all these ramps as they were just a little tooooooo accesible.. but i liked that it wasnt a flat wall..which is just way too easy..and boring..

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well...thinking in levels (which flat maps always lack) i found a creative way to clone the piers and drop them to create ship berths that add another level of cover to the space.. I can slap some ladders on them and create a VERY useful area/feature requiring players to think and use the space well...not to mention they look realistic and accomodate ships very well.. I can even say to myself that they merely allow low tide access to the piers!

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Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 23:12
by Raniak
I love the way you use the statics, taxi ! :p

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 23:33
by IronTaxi
cheers!

Re: [Map] Siege at Ochamachira

Posted: 2008-10-05 23:37
by Scot
I love the way you play with your hair Iron!!

wut?


But really dude, any map by you is epic, and this one looks like the rest!!

Re: [Map] Siege at Ochamachira

Posted: 2008-10-06 12:26
by hx.bjoffe
This is turning out my favourite dev-journal-thread :)
Let us eat cake!

Re: [Map] Siege at Ochamachira

Posted: 2008-10-06 17:11
by M.Warren
More amphibious assault maps!? (Walks off out of view and around a cornor... A short moment later you hear a chair fall over and a rope becoming taut.)

Re: [Map] Siege at Ochamachira

Posted: 2008-10-08 21:22
by IronTaxi
M.Warren wrote:More amphibious assault maps!? (Walks off out of view and around a cornor... A short moment later you hear a chair fall over and a rope becoming taut.)
who said anything about amphibious assault? some areas will be very attackable by land... you will have the choice of which flank to spawn on..

the land based
the river swim
or the full boat entrance...

:)

happy nightmares

Re: Scene setting

Posted: 2008-10-08 21:45
by IronTaxi
I'm just going to run my fingers and talk about one thing I really think adds alot to maps in general. Setting scenes...

what does it mean? Well.. your statics imho should be telling a story to the players.. there should always be a rhyme or reason to where and how a static is placed...even the terrain should tell a geological story and not just be bumps on the ground...

the most basic example of this would be the layout of crates and small obstacles in a level...I think its really telling how good a mapper is by how these things are layed out... (and I am guilty of not spending enough time on these details)

an example

straight cloned piping.. I can get away with it.. its just decoration..but..how in hell did the crane operator get those things sooooo damn straight when he dropped them in????!!!

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as I walk past them they present a uniform angle..which isnt very immersive and feels far too precise...maybe the players wont notice but I think even on a subconcious level you follow the lines and natural flow of things (ie your brain notices..just we is just too dumb to knows it)

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so here is what you should do....it only takes a min or 2 and looks a bazillion times better.

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and in the walk past (or run while under fire) we have a much more organic line which will force us to consider the bump out of the pipes in navigation adn possibly even log it as a cover position if necessary...again..not much...but over a whole level it pays off...



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scene setting part 2: big scenes!

Posted: 2008-10-08 22:08
by IronTaxi
Hehe... well...

I'll give you guys a quick look at 2 of the big scenes im setting up for this new WIP map...

the first is a train wreck...ive added a few minor wrecks in some maps but mostly out of the way or not impacting gameplay.. so i decided to add a real meaningful one that will have function in the level. It will provide a very good in route for the miltia into the brit base.. (in theory)

every car is layed out then rotated in a realistic looking jumble as if the train had been derailed.. the ground was after raised in the most logical areas where it would pile up under/in front of the crashing cars..

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its interesting to note that the jumbles of dirt and cars are also hiding the connections of the rail system to the warehouses and main line.. I had no way to connect them via standard statics.. so the scene also became a cover for a lack of statics... :) (ie. now they look connected.. but in no way are)

the next scene im working on is a cover approach to the west wall. The idea is to use the large boilers and create a swampy field with lots of interesting cover for the creeping infantry.. the idea being the old boilers were dumped there at some point and have been slowly rusting and sinking into the ground.

this approack to the wall will have some sort of access from outside and will be covered by small bunker manned by the defenders.. hopefully with enough overlapping fire from the main gate to keep miltia elements out.. :)

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from the militia side the treeline will end just at the boilers and a swampy/bushy terrain with lots of holes will be their route to the defenders walls.. the walls themselves should provide a nice cover for the attakers if they make it there...

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and finally something fun...which should be included in any map... (in fact there is one thing that is always in all my maps but i wont say what)

my objective here is soley to have people walk by and stop and say... "huh?" and then carry on...haha...

anyway....
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Re: [Map] Siege at Ochamachira

Posted: 2008-10-08 22:13
by foxxravin
just lovely! ... lovely

Re: [Map] Siege at Ochamachira

Posted: 2008-10-08 22:18
by Zegel
Looks tremendous. I can see some spectacular firefights. I'm digging the swampy-approach, reminds me of the small swamp in Operation Barracuda, which provides a great approach for stimulating use of infantry tactics.

Re: [Map] Siege at Ochamachira

Posted: 2008-10-08 22:24
by Scot
Looks excellent mate :)