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Archives => Presentation Forum => Topic started by: nubishdubishbone on August 25, 2010, 06:26:40 PM

Title: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 25, 2010, 06:26:40 PM
with graphics similar but updated to Pandora tomorrow... stock foliage and village assets by me:

Map is 3 zones with cross sieded objectives regardig the river, and bases willl cover objectives in a chain obj gametype (story mode).

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg295.imageshack.us%2Fimg295%2F6535%2Floastumb.jpg&hash=823612b6d9f44b363e97d7335e6e53c024853c03)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg841.imageshack.us%2Fimg841%2F9642%2Floas2thumb.jpg&hash=69aff76321aacd7e7d78ce1fe1364b3ac9ba0895)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F1302%2Fload4thumb.jpg&hash=dee4735ff5676659c9e87374e969ca1eeec1677d)

http://img834.imageshack.us/img834/3474/loas2copy.jpg (http://img834.imageshack.us/img834/3474/loas2copy.jpg)

http://img90.imageshack.us/img9/8228/loas.jpg (http://img90.imageshack.us/img90/8228/loas.jpg)

http://img819.imageshack.us/img819/683/laos4.jpg (http://img819.imageshack.us/img819/683/laos4.jpg)

Please leave comments on detil with the url links not the thumbs ty.


Kind of inspired by the movie Tropic Thunder but Pandora Tm. too.

[EDIT] this has sort of turned into my blog with a bunch of images that dont really look all that nice but illustrate what i am doing, though around pages 5-6 i greatly improved... i have been learning Unreal Editor since 2002, and have working knowledge of all systems in unreal engine 2.x's edit (UEd 3), so i based what i know about 2.x on 3.x and there you have it, but for many things i use http://www.hourences.com/book/tutorialsindex.htm (http://www.hourences.com/book/tutorialsindex.htm) this site to look things up, especially if it's new to me like matinee and particle systems work in UE 3.x.
Title: Re: Proof of Concept map work Set in Loas
Post by: LennardF1989 on August 25, 2010, 07:15:16 PM
Looks awesome dude.
Title: Re: Proof of Concept map work Set in Loas
Post by: nubishdubishbone on August 25, 2010, 07:36:59 PM
thanks, expansion of all 3 areas will take a while but the meshes and textures work great for this setting, im surprised how much they left us with UDK, ambient jungle bugs and thunder, etc. Nice!
Title: Re: Proof of Concept map work Set in Loas
Post by: CurdyMilk on August 25, 2010, 08:18:47 PM
Great work!  Is this map for PS?  All of your models look pretty good too.  One potential problem is with all of the foliage on the ground.  If the spies are walking on the ground, you obviously can't have collisions with the plants because you couldn't ever walk anywhere.  But since there are so many plants, the spy will seem to be walking through them all the time.  It won't seem too realistic that way.  Idk just my opinion.  Or maybe I am wrong idk...

Shouldn't this be in the presentation forum?
Title: Re: Proof of Concept map work Set in Loas
Post by: DreadStunLock on August 25, 2010, 08:42:04 PM
I really like the mood of this map, I am so tired of really dark maps, with egyptian settings and tombs and castles and medieval crap. This one would be awesome! Just balancing light and shadows would make a map absolutely awesome
!
Title: Re: Proof of Concept map work Set in Loas
Post by: CurdyMilk on August 25, 2010, 09:46:59 PM
Quote from: DreadStunLock on August 25, 2010, 08:42:04 PM
I am so tired of really dark maps, with egyptian settings and tombs and castles and medieval crap.
Like which ones?  I can't think of hardly any...

Oh and it's Laos not Loas  ;)
Title: Re: Proof of Concept map work Set in Loas
Post by: MulleDK19 on August 25, 2010, 09:56:52 PM
Quote from: CurdyMilk on August 25, 2010, 08:18:47 PMGreat work!  Is this map for PS?
Since the images are from the UDK editor, and this is the PS forum, I'd assume: Yes.
Title: Re: Proof of Concept map work Set in Loas
Post by: LennardF1989 on August 25, 2010, 10:00:47 PM
Please note that PS will NOT pack default UDK-packages and thus its content, you, yourself, are responsible for supplying the right packages with your map if it is meant for PS.

We do this for the reason packages all link to each-other, and adding one would mean we have to include an additional 3 packages with content we will not use. We do not have the time, nor need, nor use to duplicate assets out of UDK (also for legal reasons).

I always recommend eventually replacing the UDK content with your own, in any other case, duplicate all assets you use in one separate package (like assets_<mapname>.udk) to supply with your map. Keep it to a minimum though, the more you duplicate, the larger your map becomes to download and we all know how hard it is to get people to download map-packs (especially if 3 maps alone are 1GB because of UDK).

We will probably setup a Community Wiki for all upcoming mappers.
Title: Re: Proof of Concept map work Set in Loas
Post by: nubishdubishbone on August 25, 2010, 11:37:28 PM
yes, thanks for all the comments... the foliage could later be added as InterpActors and thus have player and projectile collision on them to sway around.

this will go into 3rd party PS maps if it is of the right quality come finish time.

and yes i duplicated all assets in my map from the stock packs to my package, and only as necessary (they're so nice).
Title: Re: Proof of Concept map work Set in Loas
Post by: DreadStunLock on August 25, 2010, 11:43:54 PM
Quote from: CurdyMilk on August 25, 2010, 09:46:59 PM
Quote from: DreadStunLock on August 25, 2010, 08:42:04 PM
I am so tired of really dark maps, with egyptian settings and tombs and castles and medieval crap.
Like which ones?  I can't think of hardly any...

Oh and it's Laos not Loas  ;)

Rcomadaour, orphanage, uhhm cant think of top of my head... but some of those like that.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on August 26, 2010, 12:40:15 AM
You'd probably want PhAT on the leaves.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on August 26, 2010, 02:14:08 AM
I'd kind of like to hide in the bushes as a spy.  So just making them shake a little bit when the spy collides with the bush would be fine enough.  It wouldn't need to be as complex as say the foliage in Crysis or anything

If the spy stays in the bush, and then moves while in the bush, make it shake again.  It would be a cool effect to see (especially as a merc trying to find a spy moving through the bushes).  Maybe you could change the effects if the spy is in slow mode.  Maybe it wouldn't shake as hard if the spy is moving in slow mode and maybe it wouldn't ping the mercs sound reticle.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 26, 2010, 11:22:27 PM


i'll try to get a youtube uploaded of stock UDK gameplay, path through the woods basically butwill show good points and things to be worked on.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 26, 2010, 11:58:58 PM
nothing to see here, move along.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on August 26, 2010, 11:59:54 PM
Hint: wind generator.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 27, 2010, 12:07:07 AM
can wind blow fog around? lol

think volumes with chamfer-box falloff falloff.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on August 27, 2010, 12:11:20 AM
I don't know it in that much detail. Blowing fog around sounds more like a basic height fog and then a few particle effects to make some parts swirl.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 27, 2010, 12:22:10 AM
nice, and the foliage factory w/ direction worked a treat, if nly it had noise.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 27, 2010, 06:02:26 PM
Quote from: Farley4Fan on August 26, 2010, 02:14:08 AM
I'd kind of like to hide in the bushes as a spy.  So just making them shake a little bit when the spy collides with the bush would be fine enough.  It wouldn't need to be as complex as say the foliage in Crysis or anything

If the spy stays in the bush, and then moves while in the bush, make it shake again.  It would be a cool effect to see (especially as a merc trying to find a spy moving through the bushes).  Maybe you could change the effects if the spy is in slow mode.  Maybe it wouldn't shake as hard if the spy is moving in slow mode and maybe it wouldn't ping the mercs sound reticle.

i had this in mind, but obviously iterp actors cannot compensate for a realistic effect such as the spy holding the shrub while adjusting his stance for ex..

however i think i will add a small amount of sway to them when collision is detected so it will be more interesting.

i have another shot of the lab:

http://www.24-game.org/LS_Lab.jpg (http://www.24-game.org/LS_Lab.jpg)

given that image i see alot of area for spies to hide in the outskirts but nothing really to protect them to dodge mercs... i am thinking of adding some corrugated metal fencing to further enhance gameplay, any thoughts on this?


[edit]hey guys antyone know if i can paint interp actors with a terrain brush?
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 27, 2010, 08:34:51 PM
Okay did alot of terrain editing to make the scene natural, the Spy Spawn is here:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.24-game.org%2FLoas_Spy_Spawnsm.jpg&hash=075da9be2235d6daac29fb2d70a1d18a76d41516)

http://www.24-game.org/Loas_Spy_Spawn.jpg (http://www.24-game.org/Loas_Spy_Spawn.jpg)

as you can see the bright spots will be search lights, as this is a base of operations for a drug ring... there will be an objective first on the other side of the river, probably a hacking of security then into the Lab... not show is the back of the lab's base leading to a small airport where the drugs are shipped out. the airport will be the last objective.
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on August 27, 2010, 09:00:38 PM
Wohow, that an awesome spawn, by the way...what will happen to the vents? Will there be somesort of underground passages? and how will coop work? Maybe you can add some trees so the SCCT spirit will stay? I mean it's going to be hard without those things. Also would be awesome if there was alot of Torchlights moving around the base, but with bigger brightness and actually moving around so it would make it more strategic.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 27, 2010, 09:08:18 PM
yeah i am thinking of ways to add a vertical tact to it, will need to be either very inventive or just tried n true...

there are trees, and eventually ill learn how to make the searchlights beam dynamic light in a pattern around the FOV.

thanks for the comments.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 27, 2010, 09:35:16 PM
i have this tutorial for a searchlight, i dont even know if it will act as dynamic...

how would i limit the rotation to say 120 degrees, then sap back the other way?

tutorial isnt goijng to work, how do i attach a dynmic light to a mover?
Title: Re: Proof of Concept map work Set in Laos
Post by: Penguin on August 27, 2010, 11:31:36 PM
Use SpotlightMovable lights and make them rotate in Kismet Matinee. Make sure you set the Physics of the lights to Phys_Interpolating. Also I think it would look cool if you turned on Lightshafts.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 28, 2010, 12:09:50 AM
ok sounds good, i have hit a major roadblock, i will have to manually ad each InteractiveFoliage Actor if we are going to have interactivity, they do sway with wind, and it is moving all the time but does not react because Terrain Editing  Tool does not allow to add InteractiveFoliage to be added to a layer ;) wink Dev's.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 28, 2010, 02:42:56 AM
added starry emissive map and moon, qwith dominantdirectionalMoveable for day/night, expands what it looks like 10 fold IMHO...

[IMG=http://img713.imageshack.us/img713/8861/loasprevis2.th.jpg][/IMG] (http://img713.imageshack.us/i/loasprevis2.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 28, 2010, 07:01:29 AM
btw the only triggers are destryoable and touch, neither of which i want... i nee start loop noce, wth?
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on August 28, 2010, 03:30:03 PM
event -> levelreadyandvisible or something.
Title: Re: Proof of Concept map work Set in Laos
Post by: unskilled on August 28, 2010, 04:25:03 PM
Amazing map ;). But mercs won't be able to go to the spy spawn? It looks open.
I am just asking, I know map is not ended yet.

If yes maybe spies should randomly respawn in one of the 5-10 spawns around the map? ;D
It eleminate camping as mercs. First respawns maybe should be in different corners of map?
But that's only a suggestion.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on August 28, 2010, 04:26:08 PM
Just a hint: spies need to be able to hide from motion tracking. Add a LOT more shacks and other line-of-sight breaking objects.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 28, 2010, 06:12:08 PM
notes taken from last comments, i may add a waterfall/ vine climbing thing to the spy spawn so ill leave it as -is but you actually spawn down a ravine into a bigger river... is it only spies that can hop fences cause that would take 2 days off the spawn zone completion...

ill build a couple shacks but tbh i think the interactive foliage and fencing can take care of it, not sure how well the foliage will act though. ill still have the meshes ready tho :P.

btw i already started handplacing the foliage actors that will collide and tip over when players contact them, just playing in the viewport feels alot more realistic.

Teaser for some of the meshes so far (thats duct tape under the slice so he can say it was like that when he got it haha):

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.24-game.org%2Fblingsm.jpg&hash=5b23e067f85553a0d17beb6dad904334ba3c1174)
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on August 28, 2010, 07:20:54 PM
Is that like cocaine? You should make a bomb objective near it! So all of it burns, Spies are the good guys this time :P
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 28, 2010, 07:39:12 PM
yup i did that with my greenhouse map in CT, bomb the bushes mannn , oh wait i got a contact high lol.

[EDIT] about random respawning, i can make it so you cannot pin down the spies, i already have fencing around their spawn area, which could span the entire length of the river... the thing is the map is semi-linear, where you have to go straight across the river to bomb the drug lab, then proceed down-stream to a small airport, then probably into an office or electrical house to disable all power, alternatively you could send 1 or 2 spies running down to the electrical house to shut down their searchlights, alot of ideas floating around and im only 5 days into building the map, so theres room for suggestions and changes.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 28, 2010, 08:06:35 PM
Ok for anyone wondering (wanted to send the map files to someone who could give me pointers but this clears some thigns up): an Overview of the entire map:
http://www.24-game.org/Laos_Overview.jpg (http://www.24-game.org/Laos_Overview.jpg)

think coop could be done to grab the ledge of a watchtower and grab 'em... also i want to add some mountainous cliffs and maybe a zipline from the bottom of the image to the power station, probably wiring from neighboring areas to the generators.
Title: Re: Proof of Concept map work Set in Laos
Post by: B1nArY_001 on August 28, 2010, 09:32:09 PM
Frvge is right, if you don't put enough LoS objects in, this map will be a sniper's heaven. The problem with relying on the foliage is once a spy is spotted, with nothing to break line of sight, the merc will quickly kill him by simply shooting through the plants  ;)

Edit -

Some things that will help in maintaining balance -

Timing: How long does it take a Merc to patrol to each objective, how long does it take a spy to reach each objective, are these two factors balanced against each other when also factoring in ambush locations and bottlenecks where the spies or merc can utilize their gadgets/abilities to slow down, disable or kill the other team?

Line of Sight: Does your map provide enough objects placed in the right locations so as to not give the spies to much cover but still enough that they still have a chance to stay hidden if they play smart and work together. Does your map layout create locations where a Merc can guard one or more objectives while remaining out of harms way or by quickly being able to get within line of sight of multiple objectives and snipe or grenade them? (Note allowing this can either achieve balance or break a map, each map will be unique in this respect)

One could easily write an entire book on achieving balance in this type of game but these two factors are among the most common things to make a map unplayable. Carefully consider anything and everything that could impact these two things and make every effort to carefully balance them out.

Good luck on your map and just let me say, I don't envy you the task of balancing such an open map. It looks fantastic and the idea is great, execution will be rather difficult though maybe not impossible :)
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on August 28, 2010, 09:50:35 PM
I think, IMO, there should be like a Mine Field or Trip wires, where Mercs and Spies get 1 shotted, they should be detectable via Thermal and EMF but not to naked eye.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 12:15:08 AM

here's a re-worked spy spawn, this is the clearing you find when you hop the spawn-protective fence:
http://www.24-game.org/PS_Wallpaper_Laos2.jpg (http://www.24-game.org/PS_Wallpaper_Laos2.jpg)
in short yes i need to continue to make the ground work as perfect as i can then work on warfare next, the nature has to be true and present to ever host battle you see.

BTW Binary do you have the new UDK release installed? i'd love to say i am good enough but i havent played enough to be as knowledgeable as someone like you or any of the other legends... i can wrap up the map, .upk and the foliage .upk (im keeping that bad larry lol)... btw i relooked the pic i poste you are correct i think adding paintball style props would work ill look them up soon.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 29, 2010, 12:21:43 AM
So far, the map doesn't seem to have an actual layout with different paths and lines of sight, it just seems like an open field with random buildings and rocks thrown around it. I'd definitely make use of some metal fences and bigger huts to give the map some flow, and limit the movement of the players a little like a normal PS map would. The theme is good, but once you start designing your map around your theme and not actual gameplay, that's where you mess up. It's relatively easy to keep a theme once you get your layout done, it's just a matter of being creative.

Can I get an overhead, unlit screenshot? I just want to see the actual layout you have.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 12:24:39 AM
http://www.24-game.org/Laos_Overview.jpg (http://www.24-game.org/Laos_Overview.jpg)
thats the plan, paths are not made right now i have the task of making it similar to an authentic woodland scenario, so it seems uninteresting as-is atm because all that is there is uninhabited nature, and i value the input you guys have to help make this Every one's map, i dont take credit, same as i cannot copyright nature.

needed you guys anyways for help with implementing the systems i used in CT, but never did anything very complicated with them.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 12:41:46 AM
updated overhead its taking more direction , or is more obvious about it...

http://www.24-game.org/Overview_Upd.jpg (http://www.24-game.org/Overview_Upd.jpg)

ill probly build some prison camp fencing with barbed wire soon too.

Also i could use help figuring out how to implement the search lights properly, and also they should stop on a target and move till it is out of range following the target. Rain actors would b nice too lol... such a nub, but while i have a second, building tools for your modders just makes it more accessible.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on August 29, 2010, 02:18:42 AM
I think it needs a main base of operations kind of like polar base.  Like a central structure.  You already have the tower  ;D

The shacks can be scattered around it.
Title: Re: Proof of Concept map work Set in Laos
Post by: Spekkio on August 29, 2010, 03:18:41 AM
Quote from: B1nArY_001 on August 28, 2010, 09:32:09 PM
Frvge is right, if you don't put enough LoS objects in, this map will be a sniper's heaven. The problem with relying on the foliage is once a spy is spotted, with nothing to break line of sight, the merc will quickly kill him by simply shooting through the plants  ;)

Edit -

Some things that will help in maintaining balance -

Timing: How long does it take a Merc to patrol to each objective, how long does it take a spy to reach each objective, are these two factors balanced against each other when also factoring in ambush locations and bottlenecks where the spies or merc can utilize their gadgets/abilities to slow down, disable or kill the other team?

Line of Sight: Does your map provide enough objects placed in the right locations so as to not give the spies to much cover but still enough that they still have a chance to stay hidden if they play smart and work together. Does your map layout create locations where a Merc can guard one or more objectives while remaining out of harms way or by quickly being able to get within line of sight of multiple objectives and snipe or grenade them? (Note allowing this can either achieve balance or break a map, each map will be unique in this respect)

One could easily write an entire book on achieving balance in this type of game but these two factors are among the most common things to make a map unplayable. Carefully consider anything and everything that could impact these two things and make every effort to carefully balance them out.

Good luck on your map and just let me say, I don't envy you the task of balancing such an open map. It looks fantastic and the idea is great, execution will be rather difficult though maybe not impossible :)
best post evar
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 03:31:56 AM
nobody liked polar base, i like the fact that the airport runways are far enough from both Main power and their base, none of which are acceptable losses then it expands gameplay.

its good avice, but there no boundaries but a few fences is all i need to say this is rough but there are some screens in there that ID it as what im trying to achieve, as per the title of the thread,.
Title: Re: Proof of Concept map work Set in Laos
Post by: Zedblade on August 29, 2010, 03:55:16 AM
Quote from: nubishdubishbone on August 29, 2010, 03:31:56 AM
nobody liked polar base,

thats because it was a buggy unfinished mess, however everyone loves UMP polar base and it's a pretty good map and one of my top 5 favorites.

as for the map i can't say much about layout right now, but It really needs better lighting (mainly a nice cool blue for the moonlight) and you should be using speedtree for the trees and foilage. For some add coolness you can open up your dominate light and check lightshafts on.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 04:50:55 AM
i have DominantDirectionalMoveable Light as moonlight, personally i dont like processing colors moonlight is generally white especially in the wilderness... the trees are in fact speedtree, seeded, and thinned. all the foliage reacts to wind that has been added and all InteractiveFoliage actors tip slowly when yo move over them, if you bump into them they mve slightly until you move away... Also there will be Prison Camp fencing around the perimeter of "the compound"... here is a better idea of why i left it so bare, but i will definitely add more LoS objects like sandbag bunkers and other stuff:

http://www.24-game.org/LS_Entrance.jpg (http://www.24-game.org/LS_Entrance.jpg)

Anyone remember the "Low and SLow" mission from AA 2.x? this is what i have in mind only not aI defined how you coulod get caught...
Title: Re: Proof of Concept map work Set in Laos
Post by: Penguin on August 29, 2010, 05:17:16 AM
I think the moon should be slightly emissive.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 29, 2010, 05:57:10 AM
Quote from: nubishdubishbone on August 29, 2010, 04:50:55 AM
i have DominantDirectionalMoveable Light as moonlight, personally i dont like processing colors moonlight is generally white especially in the wilderness... the trees are in fact speedtree, seeded, and thinned. all the foliage reacts to wind that has been added and all InteractiveFoliage actors tip slowly when yo move over them, if you bump into them they mve slightly until you move away... Also there will be Prison Camp fencing around the perimeter of "the compound"... here is a better idea of why i left it so bare, but i will definitely add more LoS objects like sandbag bunkers and other stuff:

http://www.24-game.org/LS_Entrance.jpg (http://www.24-game.org/LS_Entrance.jpg)

Anyone remember the "Low and SLow" mission from AA 2.x? this is what i have in mind only not aI defined how you coulod get caught...

Random sandbags are not line of sight blockers; they're random cover. You need to add more substance to the map, be it: static buildings (non-enter-able), fences, rock structures, fallen trees; basically anything substantial that would provide your map with some actual structure aside from random hills, buildings, sandbags and small rocks.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 06:05:48 AM
i realize what youre talking about but you dont get the point of this map, its the goddamned jungle nobody build adobe's on a village drug manufacturing compound, ill add some shanty's cuz they all need hookers, but look at this:

http://www.24-game.org/UKNOWHEREUARE.jpg (http://www.24-game.org/UKNOWHEREUARE.jpg)

if motion tracking doesnt go right thru those, and you dont use your gear when someone is looking, then i think you're pretty much all set.[edit] the whole place is full of those, and roads dont have much cover, it begs the user for tact, and patience to move, this is spec ops of a sort after all.

and ill get what's it called globalscape or something to make a mountain ring so i'll look natural.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 29, 2010, 06:23:13 AM
Quote from: nubishdubishbone on August 29, 2010, 06:05:48 AM
i realize what youre talking about but you dont get the point of this map, its the goddamned jungle nobody build adobe's on a village drug manufacturing compound, ill add some shanty's cuz they all need hookers, but look at this:

http://www.24-game.org/UKNOWHEREUARE.jpg (http://www.24-game.org/UKNOWHEREUARE.jpg)

if motion tracking doesnt go right thru those, and you dont use your gear when someone is looking, then i think you're pretty much all set.[edit] the whole place is full of those, and roads dont have much cover, it begs the user for tact, and patience to move, this is spec ops of a sort after all.

and ill get what's it called globalscape or something to make a mountain ring so i'll look natural.

Ever watched Blood Diamond? They have a little more than bushes and huts. ;)
Don't get me wrong, I like the concept, the map just needs more substance to kind of funnel the movement of players. And what keeps a merc from randomly firing shots into the bushes to check them, since we'll most likely have a hit indicator like CT.

Edit:
Rambo too.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 06:53:30 AM
hmm i was thinking more xXx with Vin Diesel... we will come to an agreement, i have another screen i built a checkpoint for the trucks from the lab to the airport:

http://www.24-game.org/checkpointcharlie.jpg (http://www.24-game.org/checkpointcharlie.jpg)
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 29, 2010, 07:36:24 AM
Quote from: nubishdubishbone on August 29, 2010, 06:53:30 AM
hmm i was thinking more xXx with Vin Diesel... we will come to an agreement, i have another screen i built a checkpoint for the trucks from the lab to the airport:

http://www.24-game.org/checkpointcharlie.jpg (http://www.24-game.org/checkpointcharlie.jpg)

See, now we're getting somewhere. I definitely like what you've done. Now lets do this in a few more places to kind of funnel the player movement at some points and enhance the overall layout of the map into something more defined and structured.

Also, the lighting needs work. My eyes hurt looking at certain dark areas of the map. The map doesn't need to be pitch black everywhere that isn't lit by the search lights. I'd suggest making the moonlight a little more powerful. Also add some light fog, dust or mist, so it's easier for the player to judge the distance.

Don't take my criticism as in a mean tone, because it's definitely not. :)
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on August 29, 2010, 09:44:53 AM
Hey how about Interactive trees? Make a tree and put like 5 tree branches on it. So the spy could climb on the very top and have a little scouting area, then you could probably add a zip-line, I think that would be quite awesome,

OR! you could make that the Trees are linked with branches and the Spy can jump around through them. Imagine how much of strategy that would be, Be on the top and go faster through and undetected, Unless the Mercenary has his Motion vision on. But don't make all the trees 100% linked, keep them apart so that the spy has to jump from branch to branch.
Title: Re: Proof of Concept map work Set in Laos
Post by: Zedblade on August 29, 2010, 04:16:22 PM
Quote from: nubishdubishbone on August 29, 2010, 04:50:55 AM
i have DominantDirectionalMoveable Light as moonlight, personally i dont like processing colors moonlight is generally white especially in the wilderness... the trees are in fact speedtree, seeded, and thinned. all the foliage reacts to wind that has been added and all InteractiveFoliage actors tip slowly when yo move over them, if you bump into them they mve slightly until you move away... Also there will be Prison Camp fencing around the perimeter of "the compound"... here is a better idea of why i left it so bare, but i will definitely add more LoS objects like sandbag bunkers and other stuff:

http://www.24-game.org/LS_Entrance.jpg (http://www.24-game.org/LS_Entrance.jpg)

Anyone remember the "Low and SLow" mission from AA 2.x? this is what i have in mind only not aI defined how you coulod get caught...

Giving some blue to the domniate light will make the map look more likes it's at night, give it some mood and just overall make it' much prettier. Right now it looks like shit.
Title: Re: Proof of Concept map work Set in Laos
Post by: LennardF1989 on August 29, 2010, 04:52:34 PM
Keep in mind shadows DO have to be pitch-black in order to conceal the spy. I suggest turning of lightmass when building, it generates more darker shadows. For the trade-off of it being less realistic, but that can be countered by proper use of lights.
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on August 29, 2010, 05:55:00 PM
Quote from: DreadStunLock on August 29, 2010, 09:44:53 AM
Hey how about Interactive trees? Make a tree and put like 5 tree branches on it. So the spy could climb on the very top and have a little scouting area, then you could probably add a zip-line, I think that would be quite awesome,

OR! you could make that the Trees are linked with branches and the Spy can jump around through them. Imagine how much of strategy that would be, Be on the top and go faster through and undetected, Unless the Mercenary has his Motion vision on. But don't make all the trees 100% linked, keep them apart so that the spy has to jump from branch to branch.
Tarzan!  I think we should just forget about PS and make this into a Tarzan map.  :D
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 08:41:53 PM
Yep, i figured you thought this was close to done, its good advice and kicked me in the pants :P. it should be pitch black i agree but i can leave lanterns around the river and in some spots mainland. ill add a slight tint of blue. i intially forgot how to make the moon emissive took me bout 7 minutes to make it so, its done.


Quote from: DreadStunLock on August 29, 2010, 09:44:53 AM
Hey how about Interactive trees?
i can build a platform, probably without a display mesh so you can get up into some trees but these trees arent the best for looking around in, they're thick and whip around with the wind and it may not work like that.

thanks to everyone who posted it has helped me find more direction faster than working alone.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 10:33:46 PM
added lighting for lanterns and created two paths from the lab to the river, one leads from across the bridge so choosing to take the bridge across will be risk/ reward.

increased moon emissive map and tinted blue, didnt do alot with the tint but some of the rocks show it, it is clearer now.

Note: i will add bloom to the lantern (orange lights) that are already placed when the meshes are done.

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.24-game.org%2Fpaths1.jpg&hash=60f9c05bbf5fd753f07b8012bc6b4538bd0fe518)

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.24-game.org%2Fpaths2.jpg&hash=0909d9b2fe609780e93efa2bdca6e4338bba5333)
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 29, 2010, 10:41:14 PM
Something needs to be done with the sky, because with the stars and trees against eachother like that, it looks like shit. Either make it where you can't see the stars on the horizon and only the ones above you, or make the sky post-sunset so it's still a little red/pink in the west.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 29, 2010, 10:54:26 PM
i am going to make a mountains SM ring to have a horizon, and also will fabricate a glow, plus add fog, and dragging fog emitters...

have an updated image:

http://www.24-game.org/PS_Paper.jpg (http://www.24-game.org/PS_Paper.jpg)

btw my water material doesnt accept lights, hmm.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on August 29, 2010, 11:01:29 PM
As another hint: it's better to have a bit of time between updates, so it's easier to see what has changed in the 'big picture' ( = gameplay opportunities and artistic style). Especially when you are currently changing a lot of things, it can be a bit overwhelming.

Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 12:33:30 AM
since i am changing alot of things, and there are different opionions scattered about the group... i figure i can space out updates more but i like to continually process more:

http://www.24-game.org/power.jpg (http://www.24-game.org/power.jpg)

theres 2-part fog, part of the emissive moon, with moonlight on the power station.

so far sneaking in feels like playing WaW on Makin Night where you can hide in the river, the bushes or under shanty's( i added some).



Title: Re: Proof of Concept map work Set in Laos
Post by: unskilled on August 30, 2010, 12:56:33 AM
I want hear birds and insects while playing on this map.
With this fog it's going to be scary mission.
Bad dreams.. ;o
Maybe fog should be a little, very little stronger?
Maybe add cables on poles, what are going around village and thing near few poles where spions can hack lights in this sector for a few seconds? ;)
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 01:05:51 AM
insects and river noise are already in, ill try to dig up some birds maybe a random owl...

the fog has been lightened more than very little because you could easily silhouette a spy against the fog if you are at a lower altitude than him, so that has been changed, which leaves it mildly distance-foggy but still maintains stealth capabilities. [edit] if a mountain ring is added it may change the silhouette effect, so i will keep that in mind.

i am still planning the zones so i will add realistic objects like cable systems and such at a later time.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 01:43:12 AM
could anyone volunteer to setup the search lights? i cannot get them to work everything in matinee is borked lol.

theyre all set up and placed just need tweaking and keyframes...

[edit] actually keyframes are easier to setup than i though, however it plays the animation only once, will not loop, here is my kismet:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.24-game.org%2Fkismetnoloop.jpg&hash=3b79e7857d72ab20d9621fa01b9657e18c757f1a)
Title: Re: Proof of Concept map work Set in Laos
Post by: Penguin on August 30, 2010, 03:47:26 AM
You only need "loaded and visible" connected to matinee. To loop connect your completed to reverse and your reversed back to play.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 03:51:21 AM
awesome thanks... if only kismet allowed keyframe copying based on pivot points. or at all

LOL my animations are on shrooms, the lights all one way and the mesh with beam is in another direction, man this is hard lol.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 30, 2010, 07:37:48 AM
I've seen a definite improvement with that last update. Looking good man.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 08:50:01 AM
got a tech demo up: http://www.24-game.org/Limerick/Laos_TechDemo_PS_media/ (http://www.24-game.org/Limerick/Laos_TechDemo_PS_media/)

its named: Laos_TechDemo_PS.wmv

The Detail level is pretty low thats as good as i can do for now, i encoded in YouTube 1280x720...
 

the movement is really fast in UDK so the controls in PS will feel alot less clunky than the controls in the vid. thanks. and yes i see the last spotlight, doesnt match the beam, its the only one not exact but the lightshafts are bein wierd... still working on it.

Thank You, also it's a bit brighter now in that video than it should be so expect lass skylight.

btw its not in the video but the search lights are completely perfect now....
Title: Re: Proof of Concept map work Set in Laos
Post by: I <3 U on August 30, 2010, 05:01:19 PM
good job man! You seem to be storming through this level considering you're the only dude working on it! Hi 5! Good stuff!

edit: just seen the vid. looking goood!
Title: Re: Proof of Concept map work Set in Laos
Post by: LennardF1989 on August 30, 2010, 07:03:43 PM
Not to be a bitch or anything, but you did note the spy is 192 units tall, right? Which is 3 times the size of the standard UDK player. Everything seems to be scaled properly, which makes me assume you forgot about it.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 07:44:19 PM
yeah its a little iffy on how well the placed SM's will hold up... [edit] that sounded ambiguous, i modeled everything to 192x64x64 in max using cm, 1cm=1UU, or close enough.

ill do some measuring today and maybe make an avatar mesh.

haha yeah everything was a little off, i scaled every mesh in the map and rebuilt the towers so you can see over the rail, ill work on them being 512 high for coop but im not sure... seems i had alittle fuin with the meshes for use in Play in Viewport and forgot : S
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 09:01:37 PM
watch towers now support coop and ledge grab out of the tower, fir pretty darn well with the origninal mesh i had too it was scaled to .85 so when i dropped the height the scale went to 1, and worked well. gg me.

got rid of ambient skylight and upped moon brightness a bit, it looks less like a painting and is actually kinda scary without night vision all you see is some little bits of shiny leaves, then BAM a spot light whips down on you and you're exposed.

so the question is: do vision modes urge the map to be pitch dark in most places as using the torchlight for mercs  gives away their position?

btw that minefield idea is still floating for me, anyone have thoughts? theres an area out the back of the lab, theres a couple little shacks and then the power station... mines could be between the power station and the airport?

what would happen is you could either avoid the mine fields by taking the road (risky, lit well) and the river (dark but hard to navigate, slower in water, and spotlights around), or you could be a crazy nut and take the minefield, i guess i could make themlike Abbatoir in OSC, lit only in thermal and EEV but they cycle activity so you cant telll they're on unless you watch 'em.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 30, 2010, 10:39:57 PM
got a shorter video with updated lighting, no skylight so not everything has color, only whats being lit directly: http://www.24-game.org/LightTestLate.wmv (http://www.24-game.org/LightTestLate.wmv)

before you say it, i just want a comparison between the 2 videos regarding Fog and Ambient light, ie. light or dark.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 31, 2010, 12:26:26 AM
bumping so you see the new footage: http://www.24-game.org/LightTestLate.wmv (http://www.24-game.org/LightTestLate.wmv)
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on August 31, 2010, 01:37:50 AM
Bumping?  LOL stop posting so much dude...we get the idea.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 31, 2010, 02:31:19 AM
Seriously, I think the entire map needs to be brighter. This is one of those maps where pitch black shadows isn't the best choice due to the ample amount of concealment in all directions. A sunset setting would actually be really cool, not bright, but not nighttime just yet.

Also, are the spotlights dynamic lights? I think they should be, if possible.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 31, 2010, 02:37:15 AM
yup they are dynamic spotlightmover... i think i can get some mountain textures and make a ring, that is what has held me back form exploring a brighter sky...

getting on that now, i just posted the new footage for ~HD quality.

Terragen, that's the name of  the app... anyone own terraagen could make some renders for me?
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 31, 2010, 03:42:06 AM
Quote from: nubishdubishbone on August 31, 2010, 02:37:15 AM
yup they are dynamic spotlightmover... i think i can get some mountain textures and make a ring, that is what has held me back form exploring a brighter sky...

getting on that now, i just posted the new footage for ~HD quality.

Terragen, that's the name of  the app... anyone own terraagen could make some renders for me?


I can use terragen; I used to use it a few years back for my artwork. What do you need that for though?
Title: Re: Proof of Concept map work Set in Laos
Post by: MR.Mic on August 31, 2010, 03:55:39 AM
Terragen sucks. If you want to use a proper terrain generator, use world machine.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 31, 2010, 04:05:26 AM
i dont want the terrain per se', however just something that looks like it has vegetation, high mountains and that vegetation stops at a peak... rendered @4096x4096 with black sky or something to wizard tool it with., i can photoschop it into a mountain ring material with sick ass normal map, MW2 (i know) used it on Favela and it looked great (they used a normaled surface).

i tried to but i was limited to 768... lol i put it in the map god aweful i h8 low res.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 31, 2010, 04:26:05 AM
heres what im lookin at: http://www.24-game.org/Loas_Day.wmv (http://www.24-game.org/Loas_Day.wmv)

i just toned down the brightness and can lose some of the fog once the  mountains look right... that will be key because there is alot of fog but it only enhances a dry material.

wallpaper @ 1680x1050 for you guys :P http://www.24-game.org/PS2.jpg (http://www.24-game.org/PS2.jpg) ... LOL i wanna tag it Tropic Thunder real bad right bout now lol.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on August 31, 2010, 08:26:34 AM
Make it raaaaaiiiiiiinnnnnnnn
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on August 31, 2010, 10:29:05 AM
ya make camo useless with raaaaaiiiiiiiinnnnnnnnnnnn
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on August 31, 2010, 06:35:14 PM
What about Coco-late RAIIIN?
Title: Re: Proof of Concept map work Set in Laos
Post by: unskilled on August 31, 2010, 11:00:23 PM
Maybe rain but not all the time just every minute? and then 1 minute of break ?:P It's possible to do something like it?
Title: Re: Proof of Concept map work Set in Laos
Post by: AgentX_003 on September 01, 2010, 05:40:25 AM
:/ i don't think any coke deals would be going on when its raining o_o.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 01, 2010, 07:00:54 AM
theyre like the UP Gnomes, they work all night... rain nor shine.

i did it in CT with the toggle rain but that was a preset actor volume... i can rig something hopefully just an emitter once i learn that wacky system ill be making nice FX, so swirling fog in the river and rain are both possible, and will be toggleable// fade.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 01, 2010, 08:17:45 AM
1. Make the map rain.

2.   ... 

3.  Profit
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 01, 2010, 02:34:32 PM
figured out particle systems last night, still working on proper textures, also even if i make it rain it won't affect camo unless i scripted it to, emitters just fall and maybe collide but don't kill camo... for this map intermittent rain won't take over and if in the Release rain affects camo i hope you can make this exception.

[EDIT] heightFog applied to beaneath the surface of the river, and will be thick enough to hide you in the secret dips in the river floor (hint: it rocks). you cannot explit this as it is too dense to see out of, so it is balanced.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 02, 2010, 05:42:15 AM
making a soundtrack, ideas come slowly but i work on it everyday:


attenuation doesnt seem to work in UDK Cue editor, is there any way to limit the raidus of a sound so it can be on the radio somewhere in the map (yes it will be converted to radio quality for Lo-Fi goodness...
Title: Re: Proof of Concept map work Set in Laos
Post by: AgentX_003 on September 02, 2010, 07:01:40 AM
Quote from: nubishdubishbone on September 02, 2010, 05:42:15 AM
making a soundtrack, ideas come slowly but i work on it everyday:


attenuation doesnt seem to work in UDK Cue editor, is there any way to limit the raidus of a sound so it can be on the radio somewhere in the map (yes it will be converted to radio quality for Lo-Fi goodness...

Sam fisher: Im from the era of hifi

Grim: Hi-fi ? what  as in high in fiber ?

Sam : Would you stop making me feel so old

Grim : Well I have news for you sam, you are old :P.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on September 02, 2010, 07:23:11 AM
Quote from: AgentX_003 on September 02, 2010, 07:01:40 AM
Quote from: nubishdubishbone on September 02, 2010, 05:42:15 AM
making a soundtrack, ideas come slowly but i work on it everyday:


attenuation doesnt seem to work in UDK Cue editor, is there any way to limit the raidus of a sound so it can be on the radio somewhere in the map (yes it will be converted to radio quality for Lo-Fi goodness...

Sam fisher: Im from the era of hifi

Grim: Hi-fi ? what  as in high in fiber ?

Sam : Would you stop making me feel so old

Grim : Well I have news for you sam, you are old :P.

?????????????????????
Title: Re: Proof of Concept map work Set in Laos
Post by: Tidenburg on September 02, 2010, 07:29:56 PM
Make it rain lightly constantly but have a storm kick in at random intervals, would fuck up the sound detector :)
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 02, 2010, 08:35:42 PM


Sam fisher: but lasers are so....

Grim: 90's?

Sam : i was going to say 70's, would You Please Stop making me feel old.
Title: Re: Proof of Concept map work Set in Laos
Post by: Succubus Dryad Of The Undying Comet on September 02, 2010, 08:57:35 PM
Quote from: tigger on September 02, 2010, 07:23:11 AM
?????????????????????
1. Go get Splinter Cell 1 through 3.
2. Play them all through with 100% stealth.
3. ???
4. Profit.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 02, 2010, 09:07:19 PM
i made it rain (so to speak) but it looks like junk, gonna takeme a while to igure this out, but igot that far (1 emitter droping "rain" constantly at a reasonable rate, not too fast), material looks like junk im gonna spend today making it look "rain-ey".
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 02, 2010, 10:36:02 PM
well it looks like rain but its so F*** annoying it kind of ruins the whole purpose.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on September 02, 2010, 10:45:56 PM
Quote from: Succubus Dryad Of The Undying Comet on September 02, 2010, 08:57:35 PM
Quote from: tigger on September 02, 2010, 07:23:11 AM
?????????????????????
1. Go get Splinter Cell 1 through 3.
2. Play them all through with 100% stealth.
3. ???
4. Profit.

What makes you think I haven't already done this...?

Cause I have. Multiple times. Actually 1 through 4, cause I actually liked DA.
I know the quote, but I have no idea why it was said. Totally random and confusing.

Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 02, 2010, 11:28:21 PM
Agent's my friend, leave him alone he's a great guy uh...

i watched a good rain tutorial and the material looks good so does the rain, needs soem tweaking though.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on September 02, 2010, 11:48:48 PM
Quote from: nubishdubishbone on September 02, 2010, 11:28:21 PM
Agent's my friend, leave him alone he's a great guy uh...

i watched a good rain tutorial and the material looks good so does the rain, needs soem tweaking though.

He's my friend too?

WUTS GOING ON?!?!?!?!?!?!?!?!?!
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 02, 2010, 11:56:48 PM
we're having fun, so since you joined maybe have fun too?

1: Be here
2: Have Fun
3: ???
4: ProfiT?

and tick tock t-minus !!4 Mins!! lol. . .  i present rain, in vanilla flavor (need to have collision with splash effect, wink ;) Dev's)

http://www.24-game.org/Laos_RAAAAIIIIN.wmv (http://www.24-game.org/Laos_RAAAAIIIIN.wmv) this is the day verison of the map i had when i was messing with skylight... i will make a day version right after the night one.

got a track form my OST lol: http://www.24-game.org/FLY_5_Master2n0t4.mp3 (http://www.24-game.org/FLY_5_Master2n0t4.mp3)


Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 03, 2010, 02:25:46 AM
what's a "Rain Plane"? how do i use it to collide my rain into not going where i dotn want it?
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 03, 2010, 04:28:59 AM
cant find "Rain plane" anywhere on the net nor collision for emitters...

i think this is the rate it should come down, it was sprinkling earlier, thoughts:: http://www.24-game.org/Updated_Rain.wmv (http://www.24-game.org/Updated_Rain.wmv)

found the attenuation properties :)
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 03, 2010, 09:05:26 AM
Dude that looks FUCKING GREAT in motion.  Awesome job.  I had a jungle map in mind and even posted about the layout and everything.  After seeing this, I doubt I could get that kind of quality.  You did all the work for me!!   :D
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on September 03, 2010, 10:46:58 AM
HOLY SHIT!!!!!! THAT LOOKS SOOOO AMAZING!!!! Mercenaries are going to be using visions here shit alot I can bet, + This is going to be one hell of a spy map O o
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 03, 2010, 12:14:17 PM
my map will include everything in the packages that i use so feel free to rip through them and build another map. BTW wasn't that hard prior knowledge of particles helps but only shaves a day or so off the time to learn it. Don't give up ;)

all i can say is: Yep, MT and EMV will give cool visuals and are neccessary at times, and spies have their night vision and thermal, all of which will look pretty good with the heightFog and Foliage in the darkness.
thanks for the positive comments, if there's anything lacking pls let me know.

Quote from: Farley4Fan on August 26, 2010, 02:14:08 AM
I'd kind of like to hide in the bushes as a spy.  So just making them shake a little bit when the spy collides with the bush would be fine enough.  It wouldn't need to be as complex as say the foliage in Crysis or anything

If the spy stays in the bush, and then moves while in the bush, make it shake again.  It would be a cool effect to see (especially as a merc trying to find a spy moving through the bushes).  Maybe you could change the effects if the spy is in slow mode.  Maybe it wouldn't shake as hard if the spy is moving in slow mode and maybe it wouldn't ping the mercs sound reticle.

i messed with the properties of the interp actors, specifically damping, stiffness and max force, overall if you just run thru full speed you will shake the interpActors a bit, and if you choose to hide in one, it may tip if you are near it's roots, until it reaches the point where your weight will stop pushing force on it and in a second or so damp out and stop. leaves alot of options but demands there be a grace period where you are not seen while doing any of the above, if you are seen, chances are the Merc will notice a bush bristling around.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 03, 2010, 12:47:27 PM
You should show a little demo of the foliage interaction.  Sounds great.  ;)
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 03, 2010, 01:52:50 PM
already in the tech demo: http://www.24-game.org/Limerick/Laos_TechDemo_PS_media/ (http://www.24-game.org/Limerick/Laos_TechDemo_PS_media/)...

in that you can see how i step on the shrub and it tips only as far as i walk on it, briefly shakes then comes to a stop, so if you get caught somewhere you can be patient and it will stop shaking and resume waving in the wind... this has been refined so that if you storm through a group of bushes then it will leave a longer effect on the shaking.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 03, 2010, 02:27:36 PM
Oh cool.  Didn't see that vid.  Kind of hard to see in first person but I see the gist of it.  That's a lotta coke btw haha
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 03, 2010, 03:05:29 PM
yes, the background is that whatever the substance is (it is just a game sprite after all), the operation of harvesting and processing it is funding terrorist factions and they are supplying them with intel broadcast from their base... ShadowNet is sent in well before a buy as a sting operation to disable all of their power and comms, destroy their product, and take out the plane that is used to smuggle the product into the endcountry .

The rain now fluctuates after a brief delay at the beginning, if anyone knows how to disable delay without dropping the time for delay (it shut off my emitters), i would love to know, thanks... got it.

can you toggle a spotlightMoveable? need to do that in order for lazers and obj to shut them down, temporarily and permanently, respectively.

also my emitters, i added a collision module and tweaked it, they still go through blocking volumes, i am missing somethign here.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 03, 2010, 03:50:04 PM
hey i know you dev's are busy but an aligator model would be crazy nice, i can make one however im rusty and i thik it hampers my tasks i already have alot on my plate so if you want, and slightly tesselated, even animated if you like, model for use in my map... rarely, it will chase you down and you can shoot it, torchlight and tase to disable, and it gives ~35% damage per second of feasting lol.

i can limit it's paths to onlyaroud the river cuz the natives trained it to be starving lol.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on September 03, 2010, 04:15:57 PM
Quote from: nubishdubishbone on September 03, 2010, 03:50:04 PM
hey i know you dev's are busy but an aligator model would be crazy nice, i can make one however im rusty and i thik it hampers my tasks i already have alot on my plate so if you want, and slightly tesselated, even animated if you like, model for use in my map... rarely, it will chase you down and you can shoot it, torchlight and tase to disable, and it gives ~35% damage per second of feasting lol.

i can limit it's paths to onlyaroud the river cuz the natives trained it to be starving lol.

No way, I'm just gonna outright say it... horrible idea. You think you have a lot on your plate?

Oh lawd...
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 03, 2010, 04:50:39 PM
the point was that i could take 3 weeks making it whereas a modeler could take up the job and finsih in a couple days.

was not saying i  have more glory than anyone else... but after the characters, the spy and merc equipment and security, what are the modelers doing? i was just asking, y'know?

oh as if the point was not clear... i model low-poly only, where a tesselated alligator needs subdivision, i never used it so my models look like crap in subdivision until i learn how, but with all the mapping work its hard to find time, not whining, just fact.

so you saying Mappers on this team don't use any (yes i just used italics and if wasn;t straight i;'d feel gay) modeleing help while mapping? that's kind of absurd as if you have no modeling help it can more than double your mapping time, shit i'd have all 3 zones at least configured by now. my plate runneth over my friend.
Title: Re: Proof of Concept map work Set in Laos
Post by: B1nArY_001 on September 03, 2010, 05:06:24 PM
Quote from: nubishdubishbone on September 03, 2010, 04:50:39 PMwas not saying i  have more glory than anyone else... but after the characters, the spy and merc equipment and security, what are the modelers doing? i was just asking, y'know?

Who do you think is making the hundreds of props that populate the maps?

We are quite busy. I can't speak for anyone else but I generally put in 4-6 hours on a weekday and 8-12 hours on saturdays and sundays. I think you're on your own with the Aligator  ;)
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on September 03, 2010, 10:29:06 PM
^^^ not being hateful, just sayin, these guys have a shit ton of stuff to model at the moment, take this time to further your modeling skills by trying to do it yourself. Self improvement never hurts.

And also, I was saying that the alligator in general is a terrible idea. Having something that kills a player, other than another player, is a terrible, terrible idea and should be raped countless times and thrown in a ditch. Map is pretty good so far, don't ruin it with a cliche beast that attacks players in the swamp when they aren't paying attention; or when they're probably looking out for Mercs as they sneak along.

@Binary
Dude, I wish I had 6 hours in my day to do stuff for PS and even personal stuff. I work 5 days a week, 11 hours a day. It's really taking a toll because of the work I have to do. :(
(srs)
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 04, 2010, 12:36:34 AM
iirc they make modelers do little test modelling.  Maybe the next applicant could model an alligator for his test.  2 birds with one stone.

You could use the alligator to prevent people from going down the river.  A good natural blockade would be an alligator.

Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 04, 2010, 12:38:09 AM
Alligator = random attack/damage = leads to messed up strategies = frustrated players.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 04, 2010, 12:51:39 AM
Not if you literally can't get to the alligator.  I wouldn't feel like there was a forcefield of some kind if I run into an invisible wall in front of an alligator.  I'll just feel like my spy naturally stops because there's a freaking alligator there.   :D  Perfect map barrier.  Actually, every map should just remove all its brick walls and stuff - there's a new barrier in town - an alligator.
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 04, 2010, 04:14:51 AM
well it was inventive eh?

i was off my arse sry for posting that rubbish. currently finished the ground work for zone 2 and working on zone 3, while optimizing and balancing.
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on September 04, 2010, 05:47:03 AM
And you call yourselves competitive players, and vets...  

Ooooookayyyyyy. ::)
Title: Re: Proof of Concept map work Set in Laos
Post by: nubishdubishbone on September 04, 2010, 08:14:49 PM
but remember that Mod in CS that spawned a player in AI to hunt you down, and the Anti-CamPeR maps for Rainbow Six3?  they were kind of stupidin a way, but totally awesome in more ways.

i never said it would hamper gameplay, or be a normal thing. but im backing off unless i make it myself :P
Title: Re: Proof of Concept map work Set in Laos
Post by: Succubus Dryad Of The Undying Comet on September 10, 2010, 08:48:11 PM
Doesn't look bad tbh, however the crates (logs) on the left side of the second picture look weird.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 10, 2010, 10:35:10 PM
Looks pretty good and I assume you use that little concrete oven type thing as a vent shaft?  I like where you're going...

But...

...this will not end well.
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on September 10, 2010, 10:46:27 PM
The cones look terrible- no offense.
Title: Re: Proof of Concept map work Set in Laos
Post by: I <3 U on September 10, 2010, 11:22:52 PM
maps getting better but please for the love of god & all that is good in this world don't put that damn aligator in =]
Title: Re: Proof of Concept map work Set in Laos
Post by: comicsserg on September 10, 2010, 11:24:45 PM
don't like how texture tiles on the front of the box
Title: Re: Proof of Concept map work Set in Laos
Post by: LennardF1989 on September 11, 2010, 12:09:11 AM
Do you, by change, have Vista/Windows 7 installed and a DirectX 10 capable card? Turning on DX10Mode in UDK enables AA and bumps up the overall graphical look which makes the renders so much nicer than in DX9 mode.
Title: Re: Proof of Concept map work Set in Laos
Post by: B1nArY_001 on September 11, 2010, 01:11:31 AM
Our forum has an STD... Just when you think all is well... There it is again....
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 11, 2010, 02:28:48 AM
Its amazing how much better it looks in motion than in the still pics.  Looks great.  One thing I noticed was that the shadows of the trees (the ones with the large oval shaped leaves) are a bit too dark.  Early on in the video when you were walking on what looked like a sandy beach area or something it looked a little out of place.  Maybe the shadows are fine but the ground is a bit too bright?  It can been seen at like 30 secs into the video.  I'm no expert but to me it doesn't look quite right.

Other than that it looks awesome sans the unfinished plane ofc haha
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on September 11, 2010, 02:51:53 AM
The cones still don't look good.
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on September 11, 2010, 06:25:47 AM
Quote from: Limerick on September 11, 2010, 03:45:40 AM
curdy your sig's aliasing issues are frightenening.
Yeah I know its not that great.  Maybe I will just get rid of it.
Title: Re: Proof of Concept map work Set in Laos
Post by: Zedblade on September 12, 2010, 11:52:56 AM
map keeps looking better and better man, I just wish you attitude would do the same.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 12, 2010, 12:08:10 PM
Quote from: Limerick on September 12, 2010, 05:08:31 AM
teaser of neew GfX:

http://www.-game.org/gate.jpg (http://www.24-game.org/gate.jpg)...

Reminds me of Missile Launch

I see the 2 bunkers and feel there should be an underground passage between them.  Maybe another way to get out of the passage would be a good idea too.  I'm thinking Steel squat, the underground passages from one buiding to the other with a few other ways to get out.
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on September 12, 2010, 01:47:09 PM
One think would be great is, have a small hole, and make it with leaves filled so the spy can enter it like a camouflage grass you know like fall through it, same thing can be used for traps.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 12, 2010, 11:56:35 PM
Nathan:  Yes counselor, swimming in the river is fun...

Counselor:  Rivers are fun, aren't they!

Have the undeground passage go between the two bunkers in the middle and have it branch out to the "Lab/Camp"...
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 13, 2010, 03:51:23 AM
So the white line with red spots are tunnels and the exits?  Seems like it would be easy to go everywhere from the vents underground.  Maybe make just a couple sets of tunnels with 3 exits a piece?  That way spies can't go from one side of the map to the other underground no problem.  It would mean that spies would never go above ground.

This is just a shot in the dark and i have no idea how this would affect the balance of the map.  I would put a tunnel going from the lab area to the lumber yard and this tunnel would break off and have a couple exits/entrances right where the former oven bunker things used to be.  Maybe another tunnel from the coop spot in the back to the airport.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 13, 2010, 09:05:53 AM
This is the second time you've said 3v3.  Is project steath limited to 2 players on each team or is it up to the mapper?  I'm pretty sure it has been 2v2 all the way man.  I'm sure a dev will confirm this.

I see what you mean about escaping especially because it would be hard to do on this map given how open it is.  But don't you think spies would just stay underground too much and not even bother to go up when it's not necessary?  Obviously the map hasn't been played yet and I'm just speculating but you say you want to do it right the first time.  I just see something that could potentially make the map a little boring.

You obviously know the layout more than I do but I'm just offering some constructive criticism.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 13, 2010, 09:24:19 AM
We are targeting 2 vs 2 gameplay. Maybe other teamsizes will be added in the future, but don't count on 3 vs 3 coming available soon.
Title: Re: Proof of Concept map work Set in Laos
Post by: LennardF1989 on September 13, 2010, 09:47:04 AM
Indeed, we can even have more than two teams, even mixed teams (Spy/Merc on one team), so there is no limit in our current framework.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 13, 2010, 08:47:38 PM
1 - well fridge says to not count on 3v3 so i wouldnt count on it  :D  I would design for 2v2

2 - i see your point.  I'm not really worried about spies camping and losing, I'm thinking spies might abuse the tunnels and use it to get to point A to point B everywhere they go instead of using the paths above ground.  I think spies might be able to just hop in and just sort of zip from one end of the map to the other without worrying about the merc and hop up and take an objective.  This might be a nice feature if it's balanced but it would be a game breaker if it's not haha  :P

A good way to balance it out would be to make some of the exits well lit and out in the open.  That way a merc can see if a spy has just come out of the ground from a distance.  Put some walls/boxes around the exits so a merc can effectively mine/trap an exit.  Making a spotlight occasionally pass over the exit would make it so spies time their exits kind of like escape from alcatraz (lol) and that would be awesome.

Maybe make these entrances on top of hills or something.  Possibly there could be a hack above ground to open up some of these entrances to the tunnels below.  You could possibly help the balance by exposing some of the tunnels with a storm drain or something.  If the entrances are too easy to get into then the spy would be able to escape way too easily and the merc would have no chance of catching him if he could pop up anywhere around the map.  I'm thinking of ventilation systems in other maps like Factory or Aquarius where the merc could usually find out where a spy was going if he knew the map well.  It seems with this huge tunnel network you are proposing, a merc would have no idea.  That presents an interesting design challenge but I'm sure you can handle it if you take all things into consideration.

Balance in CT/PT maps relies on bottlenecks and distance.  Take this into account when designing the tunnels.  If a spy has to get an objective on the other side of the map and there are 2 on that side, can the merc beat the spy to them if the spy gets underground?  Maybe make some spots in the tunnels that make the spy go slower so you can make sure the merc can.  If the merc can get himself between each objective in time so that he can cover and stop a hacking spy then it's balanced.  Imagine fighting the spy on one side of the map, almost killing him, he gets into the tunnels, and then he beats you by enough time to finish a 10 second terminal on the other side.  That could be really frustrating.  

It seems impossible to know how a map will work without trying it though.  So I don't know how you can get it right the first time like you say you want.  It requires some testing and plays from many people right?  

random idea:  Make a hack so that a conveyor belt comes on (you know, for the coke).  The conveyor belt would provide moving cover, mess with the merc's motion tracking, and create noise on the mercs reticle.  Maybe some hacks that turn off the spotlights.  These hacks could be essential to the balance of this map.  Maybe put them in the corners to force mercs to patrol away from other key areas.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 14, 2010, 07:12:11 PM
Should be listed on the right hand side, if my memory serves me right.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 14, 2010, 09:59:10 PM
Nice! I like it.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 15, 2010, 12:18:25 AM
change AllowD3D10=False to True in Config\UTEngine.ini

I don't know if it also works in-editor.
Title: Re: Proof of Concept map work Set in Laos
Post by: I <3 U on September 15, 2010, 02:34:22 AM
looking good. and everything farley said in his post was right so always bear that in mind when adding new passageways etc. =]
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 15, 2010, 03:19:13 AM
Those tunnels look awesome man.  Nicely done

QuoteBTW: do you think having more tunels but localizing them would make the map more playable for vet's? cuz that's the impression i'm getting.

Yeah that would be best.  But I gotta say that a lot of the big networks of spy passage ways in CT are balanced in some way.  Like on steel squat you can go from building to building or to the crane hack, but the mercs can see them through the storm drains and it actually doesn't have a big effect on the map.  The reason why is because the spy would have to do a lot of work to get to most of the objectives from each exit (Plus mercs can cover almost any objective from any angle, so it matters a little less where the spy pops up, it matters more what the spies do to distract/take out the mercs).  On Museum you can use the ceiling to get to a lot of places, but the way it is balanced is that mercs can see the spies while they are using it.  Plus, you have to move slow and can only get out so many ways.
   
I always wondered why they didn't put a big underground vent network in warehouse, it may help the balance.  Take the underground of Squat and stick it into warehouse.  With only a few ways to come out of the spawn, you should be able to go underneath and pop up from multiple exits around sector one and three.  Imagine a vent that starts in the tunnel (the one that is already underground in Sec 1) and leads underneath the stairs or behind those boxes that cover one of the objectives?

Anyway on topic.  So yeah it's definitely possible to balance a network of vents.  It's just going to take a lot more thinking.  I say there should be two smaller networks on each side with 3 exits each.  Obviously that means there are 6 entrances/exits, but it also means that the spy can only pop up on the same side of the map in 1 of 3 places.

It would make it easier for you to work with and create less problems.
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on September 15, 2010, 07:15:43 PM
The tunnels look good.  The only question is...how are the spies or mercs going to get out?  It seems like once the spy is down in a tunnel and a merc sees him, he is going to die for sure without quick escape routes.
Title: Re: Proof of Concept map work Set in Laos
Post by: comicsserg on September 15, 2010, 07:19:53 PM
i thought the tunnels are only  for spies ?
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 15, 2010, 10:19:23 PM
Quote from: CurdyMilk on September 15, 2010, 07:15:43 PM
The tunnels look good.  The only question is...how are the spies or mercs going to get out?  It seems like once the spy is down in a tunnel and a merc sees him, he is going to die for sure without quick escape routes.

Well there are a lot of exits and mercs cannot get in.
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on September 15, 2010, 10:51:48 PM
Quote from: Farley4Fan on September 15, 2010, 10:19:23 PM
Quote from: CurdyMilk on September 15, 2010, 07:15:43 PM
The tunnels look good.  The only question is...how are the spies or mercs going to get out?  It seems like once the spy is down in a tunnel and a merc sees him, he is going to die for sure without quick escape routes.
mercs cannot get in.
Ahh ok  ;)
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 16, 2010, 12:42:16 AM
Lookup CT's dimensions. It's probably 128.
Title: Re: Proof of Concept map work Set in Laos
Post by: Zedblade on September 16, 2010, 01:12:24 AM
Quote from: Limerick on September 16, 2010, 12:19:28 AM
anyone know the height for spies and not mercs passsages?

128x128
Title: Re: Proof of Concept map work Set in Laos
Post by: Cronky on September 16, 2010, 02:51:32 AM
Quote from: Lord Zed on September 16, 2010, 01:12:24 AM
Quote from: Limerick on September 16, 2010, 12:19:28 AM
anyone know the height for spies and not mercs passsages?

128x128

Oooo, somewhat off-topic, but is there a chance that there will be the ability to make Vents that Spies would have to belly crawl through?

Like you'd have to go prone to crawl around in. No ability to turn around, only to backwards crawl.

(Pops up in CT Single Player a few times, but never done in SvM from my knowledge)

Don't expect it to be, but might as well ask while Vents/passages are being talked about.

EDIT:

Or perhaps one of those... well... thin passageways where you have to walk sideways. Such as in the first level of CT in the beginning of the level where you get into the "Cave" by squeezing between the two rock walls.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 16, 2010, 08:07:02 AM
For the latter: depends on the ideas of the level designer. The first would require extra anims and those are not planned.
Title: Re: Proof of Concept map work Set in Laos
Post by: VaNilla on September 16, 2010, 12:07:59 PM
Crawling could be cool in some vents, and balanced given the speed of travel. I like it :D
Title: Re: Proof of Concept map work Set in Laos
Post by: LennardF1989 on September 17, 2010, 09:03:36 AM
Thats a crouched B2W in vents, for a standing B2W you really need standing height (about 192). Not sure about the width, will have to check that (can't now, I'm at work). But perhaps Zedblade knows from the top of his head.
Title: Re: Proof of Concept map work Set in Laos
Post by: unskilled on September 17, 2010, 08:34:46 PM
Quote from: Limerick on September 17, 2010, 07:41:29 PM
ok i remeember 64 being the width, so 34Wx256H will block mercs.

Check your SCCT DVD there should be a readme for CT editor... and you should find sizes :)
Title: Re: Proof of Concept map work Set in Laos
Post by: unskilled on September 17, 2010, 09:44:33 PM
Quote from: Limerick on September 17, 2010, 09:26:30 PM
d2d doesn't have a dvd, i'm lazy but ill get them soon... not like they're not labeled properly and are incoherent to their titles lol.

I did it for you.. I am not sure it will be there but check it out

http://www.speedyshare.com/files/24295220/VersusMapEdiorCrap.rar (ftp://http://www.speedyshare.com/files/24295220/VersusMapEdiorCrap.rar)
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 22, 2010, 09:50:46 PM
As far as I know, interpActors are dynamic in the way of Kismet/Matinee.

For wind and tipping over, I _think_ they need a custom PhAT thing. I suggest you browse around for some tutorials on wind and objects that move when hit. Should be plenty.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 23, 2010, 07:52:30 AM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.grudge-match.com%2FImages%2Fsouthpark_chef.gif&hash=556434acffbf16351cbb123724f455a2757bcf84)

God damn aliens!
Title: Re: Proof of Concept map work Set in Laos
Post by: I <3 U on September 23, 2010, 08:49:47 AM
looking goodd dudeee =] respect for that, even if everyone hates you, you don't give a fuck. fair play to that man, just keep doing your thing dude, looks like it's working!!!! :D

peace
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 23, 2010, 11:52:33 AM
No one hates him.

Each video you post it looks better but in each one it says that the lighting needs to be rebuilt.  Are you gonna rebuild it sometime?  The lighting looks fine to me except for some of the spotlights. 
Title: Re: Proof of Concept map work Set in Laos
Post by: Succubus Dryad Of The Undying Comet on September 23, 2010, 09:52:34 PM
Hendrix. The monkey-handed man.
HELL YEA.
Title: Re: Proof of Concept map work Set in Laos
Post by: AgentX_003 on September 24, 2010, 12:09:23 AM
Quote from: Limerick on September 23, 2010, 11:18:29 PM
well if anyone has an Album play it along with THE NEW FOOTAGE:

http://www.24-game.org/Laos_PS_TechDemoWIP.wmv (http://www.24-game.org/Laos_PS_TechDemoWIP.wmv)

Video is Brighter than Actual Lighting

Recorded with Fraps and Cropped in Camtasia Studio Trial... which has 6 days left :(

cleaned up the learjet(1958 Tri's):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.24-game.org%2Flearjet.jpg&hash=0541af4f6222dcf4c4a30c1f72bad567c3f1a815)

one minor problem sir.. that light is red o_O.
Title: Re: Proof of Concept map work Set in Laos
Post by: VaNilla on September 24, 2010, 12:35:41 AM
Good luck with the copyright on that then ;). Nice map ideas so far :)
Title: Re: Proof of Concept map work Set in Laos
Post by: AgentX_003 on September 24, 2010, 02:08:49 AM
Quote from: Limerick on September 24, 2010, 01:11:31 AM
if its a game, like a mod, and not sold... why not have music? i dont understand somethign that isn't sold could pulicize the music and not rip it... especially if it was "grabbed" from an album that a team mmber owns.

well to avoid  such complications , you could just credit the artist of that song in the credits of your map.
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on September 24, 2010, 10:56:02 AM
If you want to include music, that's probably fine. But do so from a Creative Commons license. Plenty of music there. The real record labels are copyrighted and aren't allowed to be included in the game (as you don't have the license to distribute the song, which would happen is people download the map with the song in it).

Some links that came up with 'Creative Commons music' or something on google:
http://www.jamendo.com/en/
http://incompetech.com/m/c/royalty-free/

If you use the right search terms, you can find thousands of songs in all genres.
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on September 24, 2010, 05:27:44 PM
Quote from: frvge on September 24, 2010, 10:56:02 AM
If you want to include music, that's probably fine. But do so from a Creative Commons license. Plenty of music there. The real record labels are copyrighted and aren't allowed to be included in the game (as you don't have the license to distribute the song, which would happen is people download the map with the song in it).

Some links that came up with 'Creative Commons music' or something on google:
http://www.jamendo.com/en/
http://incompetech.com/m/c/royalty-free/

If you use the right search terms, you can find thousands of songs in all genres.

Fallout 3 has the best music eveerrrrr.  Put some of that stuff in!
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on September 25, 2010, 05:43:10 AM
Quote from: CurdyMilk on September 24, 2010, 05:27:44 PM
Quote from: frvge on September 24, 2010, 10:56:02 AM
If you want to include music, that's probably fine. But do so from a Creative Commons license. Plenty of music there. The real record labels are copyrighted and aren't allowed to be included in the game (as you don't have the license to distribute the song, which would happen is people download the map with the song in it).

Some links that came up with 'Creative Commons music' or something on google:
http://www.jamendo.com/en/
http://incompetech.com/m/c/royalty-free/

If you use the right search terms, you can find thousands of songs in all genres.

Fallout 3 has the best music eveerrrrr.  Put some of that stuff in!

Let the bygones go bye bye,
No more will I, sigh or cry.
Yoo do doo do do

I'm tickled pink, the moon is yellow.  And I'm your fellow tonight (yoo do doo do do).  Soon we'll greet that red letter day - when I will POP! the question, and you'll say "Okay!" and we'll be married in the month of May!
Title: Re: Proof of Concept map work Set in Laos
Post by: tigaer on September 25, 2010, 08:48:41 AM
Just play the Project Stealth theme song with some static added in. ;)
Title: Re: Proof of Concept map work Set in Laos
Post by: comicsserg on September 29, 2010, 10:15:04 AM
I think the white boxes at 0:47 sec are too clean
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on September 29, 2010, 04:56:45 PM
Quote from: comicsserg on September 29, 2010, 10:15:04 AM
I think the white boxes at 0:47 sec are too clean
Agreed.  I like the maze though.  Those are always funny.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 04, 2010, 07:03:55 AM
That mountain looks a little too steep imo.
Title: Re: Proof of Concept map work Set in Laos
Post by: CurdyMilk on October 04, 2010, 05:26:58 PM
Quote from: Farley4Fan on October 04, 2010, 07:03:55 AM
That mountain looks a little too steep imo.
Agreed.  If you are using an unreal terrain, maybe you stretched it to far up so the material looks stretched as well.
Title: Re: Proof of Concept map work Set in Laos
Post by: comicsserg on October 04, 2010, 09:24:02 PM
do i see stars in the sky? if so then it is impossible when you have so much rain in the map. The sky should be cloudy and maybe with some lightning flashes
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 05, 2010, 07:23:55 AM
Mountains look much better now.  Good job.  Can you see the moon through the clouds?  You might be able to do some cool visual stuff with the moon.
Title: Re: Proof of Concept map work Set in Laos
Post by: comicsserg on October 05, 2010, 06:27:05 PM
it will be cool if you can make some random lightnings in the sky. To give more feeling
keep up the great work
Title: Re: Proof of Concept map work Set in Laos
Post by: LennardF1989 on October 05, 2010, 11:03:35 PM
I think adding a very bright toggleable skylight and then turning it on and off occasionally with Kismet will make a nice flash-effect that affects the whole level. If all else fail, a dynamic light can work, to. Just turn off shadow casting, make it huge and bright and it should make your whole level light up like a chirstmas tree with no real performace impact.

EDIT:
Interesting question: Does lightning cast shadows. If you've ever seen a thunderstorm up close, you'll notice the sky becomes lit and it looks almost as if it's day for a small moment, but there aren't any shadows.

EDIT 2:
Watched a few youtube videos, you actually see most shadows disappear for a slight moment when the flash occurs (not all, but most).
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 06, 2010, 07:54:31 AM
This may be a stupid question cuz im noob and stush, but I always wonder if custom maps ever make the character models look out of place if they are made before the release of the game.  Obviously you guys don't use the same textures, the same program sure, but couldn't the styles of the spies/mercs clash with the style of the map itself? 

I imagine like a cel-shaded character in a Crysis jungle hahaha
Title: Re: Proof of Concept map work Set in Laos
Post by: monterto on October 06, 2010, 08:27:27 PM
[edit: Sorry]
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 06, 2010, 09:49:39 PM
I wasn't saying your map will clash I was just asking a general question.

Here's something you could work on.  Spy/Merc speed runs.  How long does it take for one to get from one place to another?  You don't want a merc to be able to trap a spy in a vent or a room (or a spy to be able to get away too easily) because you designed them to be too small or something.
Title: Re: Proof of Concept map work Set in Laos
Post by: comicsserg on October 09, 2010, 03:40:25 PM
video looks good and sound of the thunder is cool,
but i don't like annoying bird sound. It's annoying
Title: Re: Proof of Concept map work Set in Laos
Post by: LennardF1989 on October 10, 2010, 01:23:41 AM
For some reason that sole screenshot reminded me about SC:PT Singleplayer, good job getting the feeling right.
Title: Re: Proof of Concept map work Set in Laos
Post by: AgentX_003 on October 10, 2010, 01:42:58 AM
Quote from: comicsserg on October 09, 2010, 03:40:25 PM
video looks good and sound of the thunder is cool,
but i don't like annoying bird sound. It's annoying


well maybe make it so you can find the bird and shoot it xD !! :P  for those who hate it xD !, personally I like it , it adds atmosphere :P

You remind me of this movie xD :  http://www.youtube.com/watch?v=DQ_h6JY7tSw
Title: Re: Proof of Concept map work Set in Laos
Post by: comicsserg on October 11, 2010, 09:42:21 AM
looks great so far
Title: Re: Proof of Concept map work Set in Laos
Post by: frvge on October 11, 2010, 11:56:59 AM
Please don't use our logo for now.
Title: Re: Proof of Concept map work Set in Laos
Post by: unskilled on October 11, 2010, 03:56:04 PM
So cute :D
But how airplane models will be spions objective?
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on October 11, 2010, 04:04:28 PM
You take the disk from the airplane then you hack the pc inside the COCKPIT to open the luggage area, you place the bomb and voilla.
Title: Re: Proof of Concept map work Set in Laos
Post by: unskilled on October 11, 2010, 04:08:41 PM
Quote from: DreadStunLock on October 11, 2010, 04:04:28 PM
You take the disk from the airplane then you hack the pc inside the COCKPIT to open the luggage area, you place the bomb and voilla.
O_o
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on October 11, 2010, 07:38:38 PM
Hack the PC and it will make the plane fly upside down into a generator? O o
Title: Re: Proof of Concept map work Set in Laos
Post by: DreadStunLock on October 11, 2010, 11:54:53 PM
Lennard! CAN SPIEZ GET NUKEZ LAUNCHERZ AND MERCENARIES GET COCKROACH CARAPCE!
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 15, 2010, 01:32:36 AM
An unmanned lear jet?  lolwut
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 15, 2010, 07:56:18 AM
haha no I just don't know why drug dealers would have one.  You guys were talking realism or whatev and I thought it was funny because the whole situation is unrealistic but it doesn't matter  :D
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 16, 2010, 07:30:27 AM
Lol they are activists, with a little crack thing on the side.  And terrorism.
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 16, 2010, 07:16:38 PM
Oh I thought it was supposed to be in central or south america somewhere.  It's funny we are talking about this because who even reads the little map description things? Or is PS going to have some more backstory to its maps?
Title: Re: Proof of Concept map work Set in Laos
Post by: Farley4Fan on October 17, 2010, 02:39:29 AM
Yea i get it.

How are those tunnels coming along?  Haven't seen those in awhile unless I missed a walkthrough or something.