Project Stealth

Archives => Presentation Forum => Topic started by: DrNegative on January 21, 2012, 01:18:45 PM

Title: Warehouse concept
Post by: DrNegative on January 21, 2012, 01:18:45 PM
I started a Warehouse concept map last night in UDK., just sector one, lighting, stairs, catwalks and windows. I am planning on a build of this map while also revamping it for PS with extra co-op move spots, vents, etc.

Just wondering what you guys thought as to the overall look of it so far. This isn't the beginning of a map build, I just wanted to see if I could recapture the environment before going for real on it.

(http://i826.photobucket.com/albums/zz187/drnegative/Warehouse.png)

(http://i826.photobucket.com/albums/zz187/drnegative/Warehouse2.png)

Title: Re: Warehouse concept
Post by: DreadStunLock on January 21, 2012, 01:22:49 PM
Holy shmoly now that is class!!!!

...

But, I bet you will quit mid way ¬¬ that's what everyone always does...
Title: Re: Warehouse concept
Post by: feev on January 21, 2012, 01:50:39 PM
looking great!
Title: Re: Warehouse concept
Post by: frvge on January 21, 2012, 02:50:45 PM
If you want to recreate, don't forget to enhance. Maybe turn the setting around: make it a dome structure that's part of a huge greenhouse/indoor jungle, with sector 2 and 3 being maintenance and/or offices.

The enhancing should IMO be done in gameplay (remove annoyances, add new strategic routes, tweak chokepoints), visuals (good materials and nice models, maybe even animated), sounds (good, realistic sounds from sound libraries, or even better: foley artists), setting/atmosphere (like I said, try something like an indoor jungle) and map settings (tweak spawn times, spawn routes, amount of lives, needed objectives, objective placement and mission time).

And in the end, you've made something that surpasses the original on all possible grounds, while staying true to a well-known map.
Title: Re: Warehouse concept
Post by: DrNegative on January 21, 2012, 02:55:44 PM
If you want to recreate, don't forget to enhance. Maybe turn the setting around: make it a dome structure that's part of a huge greenhouse/indoor jungle, with sector 2 and 3 being maintenance and/or offices.

Greenhouse...excellent idea, I think I'll try it. I see where you are getting at, be more original, while staying true to the original.
Title: Re: Warehouse concept
Post by: frvge on January 21, 2012, 03:52:21 PM
Also make sure you use your own models and materials (of course, those from libraries are also ok, but mind the license!). That way, you've created all the assets and the floor plan and tactics that are useful are different from the original.
Title: Re: Warehouse concept
Post by: LennardF1989 on January 21, 2012, 03:58:10 PM
Also keep in mind the sizes of things, like vents being 128x128, etc.
Title: Re: Warehouse concept
Post by: AgentX_003 on January 21, 2012, 09:36:24 PM
don't listen to the haters , Keep your chin up :D we believe in you :D, Im quite interested in what you can really do :D
Title: Re: Warehouse concept
Post by: NeoSuperior on January 21, 2012, 10:13:27 PM
adding a bit balance to the map would be nice too^^ because right now it's a merc map (for sec1 at least)
Title: Re: Warehouse concept
Post by: DrNegative on January 21, 2012, 10:43:20 PM
Also make sure you use your own models and materials (of course, those from libraries are also ok, but mind the license!). That way, you've created all the assets and the floor plan and tactics that are useful are different from the original.

I have and will do so. :) Everything in my library is either my own or released under a CC-Attribution ShareAlike license.


Also keep in mind the sizes of things, like vents being 128x128, etc.

Thanks for the heads up. I found Frvge's post of the most up to date dimensions to use, which would probably make a good sticky for this forum. The map shown in the pictures is currently set to the scale of your spy.
Title: Re: Warehouse concept
Post by: Pusianka on January 22, 2012, 09:07:38 AM
Yep, no doubt it's warehouse but I never liked this map. I hold my thumbs for it. Chliewu also wanted to remake this map. You might wish to drop him a PM when he's online.
Title: Re: Warehouse concept
Post by: AgentX_003 on January 22, 2012, 09:50:02 AM
Yep, no doubt it's warehouse but I never liked this map. I hold my thumbs for it. Chliewu also wanted to remake this map. You might wish to drop him a PM when he's online.

you read my mind on that note :D
Title: Re: Warehouse concept >> Greenhouse
Post by: DrNegative on January 26, 2012, 04:03:14 PM
This is my attempt per suggestion to remake the Warehouse map into something a little more original, a Greenhouse. I haven't added all the foliage, dirt, or planters yet, but this is the basic idea in my head.

I ommited the sun on purpose, trying to make it darker to better compliment a stealthier spy team.

(http://i826.photobucket.com/albums/zz187/drnegative/Greenhouse.png)

(http://i826.photobucket.com/albums/zz187/drnegative/Greenhouse2.png)

(http://i826.photobucket.com/albums/zz187/drnegative/Greenhouse3.png)
Title: Re: Warehouse concept >> Greenhouse
Post by: knooger on January 26, 2012, 04:08:17 PM
botanical garden? Sounds nice.
Title: Re: Warehouse concept
Post by: Pusianka on January 26, 2012, 06:25:05 PM
Groovy, keep making me jelous it pumps me up. ;D
Title: Re: Warehouse concept
Post by: frvge on January 26, 2012, 08:36:42 PM
That's what I'm talking abou  8) Nice job.

You can also play a bit with the layout. For example: Theater (Tea room) and Dining Hall (Lunch room) have 2 levels, instead of just being 2 rooms. The part between 'Theater' and 'Dining Hall' has a staircase that connects the 2nd levels to the normal 'ground' of that floor.

We added different paths that lead to outside (opposite dock) and added coop spots.

All in all, the changes in routes are enough to create different gameplay and tactics. A pure 1-to-1 mapping wouldn't be fun.
Title: Re: Warehouse concept
Post by: Nightrunner on April 18, 2012, 10:46:34 PM
May I ask, how many approximatively maps will be in PS? :3
Title: Re: Warehouse concept
Post by: NeoSuperior on April 18, 2012, 10:54:59 PM
As i heard, 1 map (Lakehouse) is more or less completed and 2 are still in production (1 Devmap about a hospital, and 1 Custommap by Pusianka)
Title: Re: Warehouse concept
Post by: comicsserg on April 18, 2012, 10:55:05 PM
according to me more than 6 but I can be wrong

[frvge edit: 6 ideas of which 1 finished and 1 in very early production]
Title: Re: Warehouse concept
Post by: NeoSuperior on April 18, 2012, 10:56:57 PM
according to me more than 6 but I can be wrong

LOL, WHAT?

Ahh well yes... I forgot the recent maps. I think there were 2 people talking about warehouse recreations and someone talked about a "fort knox"-like map
Title: Re: Warehouse concept
Post by: Cronky on April 18, 2012, 10:58:49 PM
comicsserg is giving out awesome information? :o
Title: Re: Warehouse concept
Post by: comicsserg on April 18, 2012, 10:59:29 PM
oops :p  :p don't tell other devs about it ;) :p uuuahahahaha XD :-X
Title: Re: Warehouse concept
Post by: frvge on April 19, 2012, 08:30:25 AM
Comics, having plans for like 6 doesn't mean any of those really got past the 'idea' stage. So no, it's only 2 at the moment. Asylum is basically nothing now. Lakehouse is more or less finished. So 1 map is playable.

And I'll edit comics' post to remove any confusion.
Title: Re: Warehouse concept
Post by: comicsserg on April 19, 2012, 10:08:03 AM
hahah sure :D but it would be cool if we could manage to make like 5 or 6 maps to play on ;)
Title: Re: Warehouse concept >> Greenhouse
Post by: RaDRoacH on April 22, 2012, 09:22:45 AM
This is my attempt per suggestion to remake the Warehouse map into something a little more original, a Greenhouse. I haven't added all the foliage, dirt, or planters yet, but this is the basic idea in my head.

I ommited the sun on purpose, trying to make it darker to better compliment a stealthier spy team.

Code: [Select]
[IMG]http://i826.photobucket.com/albums/zz187/drnegative/Greenhouse.png[/img]

[IMG]http://i826.photobucket.com/albums/zz187/drnegative/Greenhouse2.png[/img]

[IMG]http://i826.photobucket.com/albums/zz187/drnegative/Greenhouse3.png[/img]
Ehm... Not for being an hater... but a warehouse should be a real warehouse... right... ahye what a **** this is a different remake of the map.
Anyway, nice job, keep going. hope you'll add more elements for let the spy hide.

I wish really to have a remake of Boss House (from DA) in PS <3
Title: Re: Warehouse concept >> Greenhouse
Post by: DrNegative on April 22, 2012, 06:49:40 PM
Quote
Ehm... Not for being an hater... but a warehouse should be a real warehouse... right... ahye what a **** this is a different remake of the map.
Anyway, nice job, keep going. hope you'll add more elements for let the spy hide.

I wish really to have a remake of Boss House (from DA) in PS <3

Those pics were just an hour or so playing around. I've been off and on it the past couple months. I am 80% complete with sector 1, about 50% on sector 2, haven't even started sector 3. Work and school has been at the forefront lately, real busy and takes time when you are running solo.

Here are a few things added to Sector 1 so far:

--now has more of foliage and plants, places to hide, ambush spots
--Water pipe tunnel (underground optional entrance) - exit is exposed so timing is key
--a couple of fountains
--a shallow little stream running up the center
--a large ventilation fan which I plan to link with Kismet and a hacking panel to close the Greenhouse storm-shutters, blocking out the moonlight, (reset button will be in merc spawn so this introduces a tactical option) also has a beautiful night skydome outside now for looks.
--Now a glass elevator for mercs with a base 4-5 second travel time in lieu of stairs
--Hacking panel using Kismet for mist sprinklers...watched fog and mist tutorials for a couple days just to get it down
--I have most of the foley for Sector 1 and planned features for sector 2 ready to go, all public domain of course (you would be surprised how hard it is to find a non copyright sound of large industrial fan blades spinning)
--For sector 1 balance, added a coop hack point which will be a short hack, easy to defend though, but if taken, it will open up a special entrance to sector 2 not available if other 2 longer hackpoints (harder to defend) are taken. Similar to CT's coop factory hacks, and Aquarius dynamic level changes based off certain hacks
--I am trying to design the level to take advantage of the third-person view.

No timeframe yet, just working on it whenever I have free time. Just wanted you guys to know I haven't stopped and give you an idea of what I am doing with it.
Title: Re: Warehouse concept
Post by: NeoSuperior on April 22, 2012, 07:00:57 PM
Sounds Awesome! Can you somehow make screenshots of sector 1?
Title: Re: Warehouse concept
Post by: AgentX_003 on April 22, 2012, 07:28:38 PM
one problem with this map so far with just seeing the first image, I know its work in progress but those boxes seem like the spies head would be sticking out , so mercenaries could just easily headshot you ? no ? feel free to correct me if I'm wrong.
Title: Re: Warehouse concept
Post by: Pusianka on April 22, 2012, 07:50:00 PM
one problem with this map so far with just seeing the first image, I know its work in progress but those boxes seem like the spies head would be sticking out , so mercenaries could just easily headshot you ? no ? feel free to correct me if I'm wrong.

feel corrected. No, just kidding, but well...

I don't think he has to put much attention into the static mesh sizes since they can be easly scaled, but well just to make sure, are you aware of the fact that spies and mercs are like 192 units high? they are 3 times bigger then the robot model you get by default in UDK.
Title: Re: Warehouse concept
Post by: DrNegative on April 23, 2012, 04:59:26 AM
one problem with this map so far with just seeing the first image, I know its work in progress but those boxes seem like the spies head would be sticking out , so mercenaries could just easily headshot you ? no ? feel free to correct me if I'm wrong.

feel corrected. No, just kidding, but well...

I don't think he has to put much attention into the static mesh sizes since they can be easly scaled, but well just to make sure, are you aware of the fact that spies and mercs are like 192 units high? they are 3 times bigger then the robot model you get by default in UDK.

Yes, the devs informed me of the scale and the doors, ducts, and static meshes will all take into account. Even if they were to change the unit height I could change the scale of the boxes in a matter of seconds.
Title: Re: Warehouse concept
Post by: tigaer on April 25, 2012, 07:55:10 PM
Looking very cool. You should give us some up to date renders.