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Messages - DrNegative

#1
Presentation Forum / Re: Warehouse concept
April 23, 2012, 04:59:26 AM
Quote from: Pusianka on April 22, 2012, 07:50:00 PM
Quote from: 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.

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.
#2
QuoteEhm... 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.
#3
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.





#4
Presentation Forum / Re: Warehouse concept
January 21, 2012, 10:43:20 PM
Quote from: 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.

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


Quote from: LennardF1989 on January 21, 2012, 03:58:10 PM
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.
#5
Presentation Forum / Re: Warehouse concept
January 21, 2012, 02:55:44 PM
Quote from: 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.

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.
#6
Presentation Forum / Warehouse concept
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.





#7
Quote from: CurdyMilk on January 19, 2012, 06:42:56 AM
Dr. Negative, here are some  previous posts that may help you out.  (EDITED because links didn't work)

Thanks CurdyMilk. That will help alot.
#8
Quote from: frvge on January 02, 2012, 09:43:30 PM
You can always work in UDK. The main concepts stay the same. Just make sure you enlarge things 3 times, because our characters are 3 times bigger than the standard UDK characters.

Hey Frvge,

I have been following the forum for quite some time now, just joined to ask you a quick question. I have been working on a new "River Mall" inspired map within UDK for several weeks now and came across this comment you made about designing everything 3 times larger.

I have been using Ubisoft's map-building guide as a reference for geometric events:







My question is, should I simply triple all of my geometrics so as to be compatible with PS's spy and/or scale?

Thanks.