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Posted: 2007-01-04 00:19
by duckhunt
Dont use that many ammo crates. Do you mean the destroyable ones like in OGT trenches? Put down some normal static crate groups and then 1/2 max ammo dumps. they are still a bit sketchy.

Wrt that statcked house, just turn it 90 degrees, then it will fit on. It dont have a face on the bottom so itl look wierd and the stairs go to nowhere.


Like as been said put more thought into the layout and dont think throwing a whole bunch of stuff down will make it any better. Infact no offence but it looked better before :p

Posted: 2007-01-04 00:25
by eggman
less is more :D

very common mistake is too many objects and, compounding that, too many objects without purpose.

As an example, 3 or 4 ammo crate statics is more than enough to get across the notion of an ammo dump.. more than 10 is totally unnecessary and chewing up resources without really doing anything for the players.

map looks very promising.. but.. less is more :D

Posted: 2007-01-04 17:45
by TheDarkOverlord
'[R-DEV wrote:duckhunt']Wrt that statcked house, just turn it 90 degrees, then it will fit on. It dont have a face on the bottom so itl look wierd and the stairs go to nowhere.


Like as been said put more thought into the layout and dont think throwing a whole bunch of stuff down will make it any better. Infact no offence but it looked better before :p
Image
How's this? I had to add another house so the stairs did not go off the edge.
'[R-DEV wrote:duckhunt']Dont use that many ammo crates. Do you mean the destroyable ones like in OGT trenches? Put down some normal static crate groups and then 1/2 max ammo dumps. they are still a bit sketchy.
'[R-DEV wrote:eggman']As an example, 3 or 4 ammo crate statics is more than enough to get across the notion of an ammo dump.. more than 10 is totally unnecessary and chewing up resources without really doing anything for the players.
How's this?
Image
'[R-DEV wrote:eggman']map looks very promising.. but.. less is more :-D
Thanks!

Posted: 2007-01-04 18:19
by Rhino
could loose afew more ammo boxes and objects still but you are getting there :)

also with your houses think how they would work in real life etc :)

Posted: 2007-01-05 15:15
by TheDarkOverlord
'[R-DEV wrote:Rhino']could loose afew more ammo boxes and objects still but you are getting there :)
Is this good?
Image
also with your houses think how they would work in real life etc :)
Which part of the village, or all of it? COuld you give me some tips on how to make it more realistic?

Posted: 2007-01-05 15:37
by Rhino
it looks like all the boxes in there are at excatly the same rotaion, and just done in a nice even pattne... dosent look good atall. ppl will never put something down in the same rotaion over and over unless its in a excat grid, and even then for things like crates etc you will want to give some a very slight rotation.

Posted: 2007-01-05 16:21
by TheDarkOverlord
'[R-DEV wrote:Rhino']it looks like all the boxes in there are at excatly the same rotaion, and just done in a nice even pattne... dosent look good atall. ppl will never put something down in the same rotaion over and over unless its in a excat grid, and even then for things like crates etc you will want to give some a very slight rotation.
Like this?
Image

Posted: 2007-01-05 17:29
by Rhino
yep its starting to look more random now but still not realistic due to them all being in the center. If i was going to stack a buch of ammo boxes in a trench like that (in real life) i would probaly dump most of them in a corner, and not randomly here and there in the middle. You just got to think how would things be done in real life, and try and do the same in your maps ;)

Posted: 2007-01-05 20:00
by TheDarkOverlord
'[R-DEV wrote:Rhino']yep its starting to look more random now but still not realistic due to them all being in the center. If i was going to stack a buch of ammo boxes in a trench like that (in real life) i would probaly dump most of them in a corner, and not randomly here and there in the middle. You just got to think how would things be done in real life, and try and do the same in your maps ;)
Like this?
Image

Posted: 2007-01-05 20:57
by Rhino
make the piles in the corner have more than one or 2 crates. put like 3 or 4 ;)

Posted: 2007-01-05 21:11
by TheDarkOverlord
'[R-DEV wrote:Rhino']make the piles in the corner have more than one or 2 crates. put like 3 or 4 ;)
How's this?
Image

Posted: 2007-01-05 21:19
by Rhino
looking much better, maybe one or 2 more ammo boxes and also maybe put in a diffrent type of crate aswell, also some stacked ones near the walls :D

new map

Posted: 2007-01-05 21:26
by DETROIT MADDOG
loving it map look pretty sweet cant wait to play it !!!!

Posted: 2007-01-05 21:36
by TheDarkOverlord
'[R-DEV wrote:Rhino']looking much better, maybe one or 2 more ammo boxes and also maybe put in a diffrent type of crate aswell, also some stacked ones near the walls :D
How's this?
Image
'DETROIT MADDOG' wrote:loving it map look pretty sweet cant wait to play it !!!!
Thanks!

Posted: 2007-01-05 21:45
by Rhino
thats now looking very good :)

see how much better and more realistic that looks?

now just do the same for the rest of the map :p

Posted: 2007-01-05 21:55
by duckhunt
oh and drop the mezzanine imo it looks out of place and less 'temporary' than the rest of the stuff.

Posted: 2007-01-05 21:57
by Rhino
'[R-DEV wrote:duckhunt']oh and drop the mezzanine imo it looks out of place and less 'temporary' than the rest of the stuff.
ye I would also agree with that.

Posted: 2007-01-06 23:49
by TheDarkOverlord
'[R-DEV wrote:Rhino']now just do the same for the rest of the map :p
The Refinery is based on a reference image, does it need any more work?

The West Oilfield has been replaced by an "Oil Storage Area", and is based on a reference image.
Image
Does this need any more work?

The East Oilfield has been replaced by an "Oil Production Facility", and is loosely based on a reference image.
Image
Does this need any more work?

I know more work is needed to make the Village more realistic, but cannot find any reference images. Any suggestions on how to improve it?

Does the MEC Deployment Area need any more work?
'[R-DEV wrote:duckhunt']oh and drop the mezzanine imo it looks out of place and less 'temporary' than the rest of the stuff.
Done. I removed the mezzanine and added another small pile of crates near the side, so you can get out.

Posted: 2007-01-07 01:56
by Pantera
Looks good :)

The "Oil Storage Area" looks a bit lonely, add some fences maybe ?

Posted: 2007-01-07 02:48
by Mongolian_dude
LOL how about a map which is insurgent VS MEC?
Except the insurgents arnt the cheaky, American hating, Muslim ones that have all the bomb cars and that on Albasrah.

There is no War vet class(or spec ops), but an American specal force imbedded, who trains and fights along side the people of.....where ever, in a plight against the opression of the MEC.

The USMC spec force is requestable
Doctor class is still present but Medic is requetsable.
Weapons officer(SAW) is requestable.
Demolitions expert is requestable(C4, Clamore,AT mine and more).

All USMC classes will bare M4s(when they are toned down).
native forces bare the AK-47, primarily.

The Insurgent/USMC have no hardwear except for a couple of chinowigs, civi cars and techinicals. maybe a RIB or rwo.

The MEC have the heavy russian Tanks and APCs and maybe even the Gazell scout chopper(when its main guns have more firepower than sneezing nun).
There is no arty what so ever.
MEC have suplply drops as do insurgents/USMC forces.
Bring back the viechle drop for the USMC eh? ;)


...mongol...