Siege at Ochamachira [WIP]
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crazy11
- Retired PR Developer
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Re: [Map] Siege at Ochamachira
Looking better every time.

You miss 100% of the shots you don't take.- Wayne Gretzky
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hiberNative
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IronTaxi
- Retired PR Developer
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- Joined: 2006-05-31 12:56
Detailing the taxi way..
Hey, I'm going to post a bit of a progression of one area of a map so people can see the layout stages.. pretty straightforward but might be interesting to some..
So this is the zone we have.. I want to create an industrial area which will provide an interesting visual area and have lots of things to break up the lines and make people look carefully when fighting through the area.
Initially i've added the walls to define the area leaving some holes which line up with firing paths.. ie..you could camp the holes in some way to get a good kill chance from the firing line on the other side..


I'm also going to somehow try to attach this platform via pipes and a tank to the area

Next I choose a few tanks and stuff to attach some piping to.. I'm planning to make some raised piping to add elevation and create nice shadowing on the ground.. as well as keep peoples eyes moving..also added a few more walls to control movement through the space a little better.. a bit of a broken bottleneck..



Next I'm going to add alot of pipes and intersections and different directions and angles and make it look all official and technical..linking all the tanks into a system and trying to make it seem functional. not sure how well I did but im liking it better than just tanks..
the gap to the port side will need some sort of supports to be believable.. but ill add something later..



and finally I added some supports to alot of the pipes...kinda hard to see...but gave them something to hold them up..



not done yet.. but pretty close..of course.. I need to add terrain details and some weeds etc at a later point.. as well as deforming the ground a bit or making it tarmac.. but static wise I might just add a few random things to make it look a little less linear..
thats all for now..
So this is the zone we have.. I want to create an industrial area which will provide an interesting visual area and have lots of things to break up the lines and make people look carefully when fighting through the area.
Initially i've added the walls to define the area leaving some holes which line up with firing paths.. ie..you could camp the holes in some way to get a good kill chance from the firing line on the other side..


I'm also going to somehow try to attach this platform via pipes and a tank to the area

Next I choose a few tanks and stuff to attach some piping to.. I'm planning to make some raised piping to add elevation and create nice shadowing on the ground.. as well as keep peoples eyes moving..also added a few more walls to control movement through the space a little better.. a bit of a broken bottleneck..



Next I'm going to add alot of pipes and intersections and different directions and angles and make it look all official and technical..linking all the tanks into a system and trying to make it seem functional. not sure how well I did but im liking it better than just tanks..



and finally I added some supports to alot of the pipes...kinda hard to see...but gave them something to hold them up..



not done yet.. but pretty close..of course.. I need to add terrain details and some weeds etc at a later point.. as well as deforming the ground a bit or making it tarmac.. but static wise I might just add a few random things to make it look a little less linear..
thats all for now..
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LtSoucy
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HughJass
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hiberNative
- Posts: 7305
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Re: [Map] Siege at Ochamachira
i like how you take note of players visual perception and how that may come into play. interesting indeed 
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IronTaxi
- Retired PR Developer
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Re: [Map] Siege at Ochamachira
Indeed...especially on this type of map where the main focus will be the base.. people will be fighting fairly closely once in the base.. and you dont want to create nice frames for players to see other players.. rather i'd have them have to discern whats coming at them or even not notice the player due to the chaos of a particular location..hiberNative wrote:i like how you take note of players visual perception and how that may come into play. interesting indeed![]()
additionally its cool when bullets hit tons of stuff and you make it out alive!
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G.Drew
- Posts: 4417
- Joined: 2006-04-30 23:02
Re: [Map] Siege at Ochamachira
Loking fantastic already, good work 


[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
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cyberzomby
- Posts: 5336
- Joined: 2007-04-03 07:12
Re: [Map] Siege at Ochamachira
Yes that shows that your talented in my oppinion. You design the map from the gameplay up. Not allowing people to easily scan the area makes for a very interesting and tense map. They could be everywhere! And thats cool! If it looks cool than thats a huge plus![R-DEV]IronTaxi wrote:Indeed...especially on this type of map where the main focus will be the base.. people will be fighting fairly closely once in the base.. and you dont want to create nice frames for players to see other players.. rather i'd have them have to discern whats coming at them or even not notice the player due to the chaos of a particular location..
additionally its cool when bullets hit tons of stuff and you make it out alive!![]()
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Gore
- Retired PR Developer
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Re: [Map] Siege at Ochamachira
Damn nice map man!
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HughJass
- Posts: 2599
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Re: [Map] Siege at Ochamachira
while everything else being middle eastern, you point out the wall that is actually euro-themed. good eyeblack-wolf wrote:Tbh, that middle east wall just doesnt fit to me.![]()
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IronTaxi
- Retired PR Developer
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Re: [Map] Siege at Ochamachira
black-wolf wrote:Tbh, that middle east wall just doesnt fit to me.![]()
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IronTaxi
- Retired PR Developer
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Re: [Map] Siege at Ochamachira
Quick update...
after a long bout of fallouthreeitis I have gotten back to work on this map..
just wanted to post up a comparison screen to show you how its coming along..
this is the concept area for the train wreck..

and here it is a little more developed and with a base painting on it..

my intention is to add alot more debris and possible some more wall/fence type sections around the perimeter... this will be the most open approach to entering the base.. but also the one with the least cover..
after a long bout of fallouthreeitis I have gotten back to work on this map..
just wanted to post up a comparison screen to show you how its coming along..
this is the concept area for the train wreck..

and here it is a little more developed and with a base painting on it..

my intention is to add alot more debris and possible some more wall/fence type sections around the perimeter... this will be the most open approach to entering the base.. but also the one with the least cover..
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LtSoucy
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pclipse_teh_owner
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Psyko
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Re: [Map] Siege at Ochamachira
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.
very nice area Irontaxi. Im an agent of chaos too, lets put a smile on those PR faces.
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=Romagnolo=
- Posts: 4765
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Re: [Map] Siege at Ochamachira
Do I see a kind of a new bunker in this picture ?
http://img233.imageshack.us/img233/6697 ... 237ku8.jpg
http://img233.imageshack.us/img233/6697 ... 237ku8.jpg
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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HughJass
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