Proof of Concept map work Set in Laos

Started by nubishdubishbone, August 25, 2010, 06:26:40 PM

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Penguin

I think the moon should be slightly emissive.

tigaer

#46
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

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.

nubishdubishbone

#47
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

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.
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tigaer

#48
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

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.

nubishdubishbone

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
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tigaer

#50
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

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. :)

DreadStunLock

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.

Zedblade

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

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.

LennardF1989

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.

CurdyMilk

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

nubishdubishbone

#55
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.
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nubishdubishbone

#56
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.



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tigaer

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.

nubishdubishbone

#58
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

btw my water material doesnt accept lights, hmm.
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frvge

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.

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