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cinema map

Started by Gawain, March 17, 2008, 02:44:39 PM

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I <3 U

Quote from: Tidenburg on April 14, 2008, 01:00:43 AM
QuoteWe thought it would to big then. However after completing the mapping (which we have) Maybe we will re consider it Smiley.
This post is worthless without pics.

when it looks nais ill send you as many screenshots as you like.

I <3 U

You should be getting some screenshots pretty soon.

Farley4Fan

Awesome, good news.  I'd like to be able to enter the theaters from the outside, but if that presents a balance issue no problem.  Maybe a hatch from the roof that leads to the projection booth?  That would be tight, if it's not too late to do something like that of course.

Succubus Dryad Of The Undying Comet

I bet they didn't even start building it, so i don't see a prob there.

Farley4Fan

Then how do they almost have screenshots ready?  I also think that it doesn't matter how far they are because it could be added basically anytime.  Gawain, Freeman, would you consider that?  I mean, what's a projection booth if you can't get inside it from the roof?  :D

Gawain

Quote from: Liqu1D_133 on April 15, 2008, 11:59:44 PM
I bet they didn't even start building it, so i don't see a prob there.
we already have the basic geometric layout (well big vent and a staircase missing yet) in ue3 ed with most of the main textures and the skydome. what we need now is a shitload of high quality meshes like theaters seats, movie advertisement cardboard stuff, popcorn machine etc etc

Succubus Dryad Of The Undying Comet

Pfff... sorry my bad. Anyway, IMO You can as well Make it a CT map first ::)
Also, how are you going to playtest this?

Gawain

Quote from: Liqu1D_133 on April 16, 2008, 04:09:44 PM
Pfff... sorry my bad. Anyway, IMO You can as well Make it a CT map first ::)
Also, how are you going to playtest this?
that would be way too much work.
playtesting will be done in ps, so this map will probably be released some weeks after the beta release date.

AgentX_003

Quote from: Rambo on April 16, 2008, 08:35:05 PM
Quote from: Liqu1D_133 on April 16, 2008, 04:09:44 PM
Pfff... sorry my bad. Anyway, IMO You can as well Make it a CT map first ::)
Also, how are you going to playtest this?
that would be way too much work.
playtesting will be done in ps, so this map will probably be released some weeks after the beta release date.

well hmm i think your better bet is to complete it all in unreal 3 and then pass it to the PS team , scince there are more highly skilled mappers signing up . .. to join the team.


-Thanks Murdy for da Sig <3  xD

Gawain

the aim is not to get into the dev team, it's creating an additional map (the devs won't be able to provide 8 maps like ct did at the release) that has exactly the athmosphere freeman and me love, that implements disk and bomb objective in the right way and tries to make it require some stealth and teamplay (just like factory does). i don't know freeman's exact motivation, but i do it because i have quite some free time after my final exams and this seems like the best way for me to contribute to ps.

Hyrage

Quote from: Rambo on April 17, 2008, 12:55:48 PM
the aim is not to get into the dev team, it's creating an additional map (the devs won't be able to provide 8 maps like ct did at the release) that has exactly the athmosphere freeman and me love, that implements disk and bomb objective in the right way and tries to make it require some stealth and teamplay (just like factory does). i don't know freeman's exact motivation, but i do it because i have quite some free time after my final exams and this seems like the best way for me to contribute to ps.
I agree that making maps take a lot of time, but making a PS map instead of any FPS (UT3) map most also be different. PS is probably not focusing as much as UT3 on the decoration [so much static meshes are used in a UT3 map it's crazy].

Maybe just my lack of experience  8)
http://img241.imageshack.us/img241/1015/achievement3zo3.jpg[/img]

"Video Games are art, but we don't play art, we play games."

Gawain

well we can put as much detail in it as we wanna spend time creating it, but there is quite an amount of unique svm stuff like exact lightning, emf and thermal textures, passive security, etc. needed that isn't that crucial (or existant at all) in ut3 maps so we better spend some serious time on this stuff before we think about adding more and more details...

Farley4Fan

Thermal textures?  Call me newb, but aren't textures just replaced by colors/gradients in thermal?  Anyway, it sounds good to me so far.  Any updates or milestones?

Xris

didn't you watch the EMF vid? The PS team has created special textures that have properties that the map designer can change for the visions, such as depth and opacity.

Farley4Fan

Well yeah, I was thinking of something else.  Nm.