first off the good part, where i offer you what i noticed in the game's ind./ but dont have the rich resources to make it happen:
Splinter Cell: the entire game, if you dont mind me drawing parrallels to it, was based around a government operative underground basically savingt the world. splinter cell convictions will be too demanding on pc's to be accepted by the core except those who can afford a space-aged rig.
working off what i've learned from DA, Ubi wont organise their game enough to appeal to the intended audience, though amusingly enough most fans will buy it then realize they need a 1,200$ upgrade just to run it on low...
Hitman is a great series but eye-soringly to me lacks multiplayer, which i conceptualized to be multiple hitmen acting alone trying to accomplish the same mission- they can also take you out if you are spotted, or you can optinonally complete the tasks yourself without contact with the players.
so i think you get my idea already that if multiple 'sam fisher's' were to go rogue and compete against one another, wouldnt that boost the game's playability and re-playability, not to mention the glamour of putting the solo into a multiplayer experience ...
you are free to take this and run, i was planning on asking for a management role- not in charge of the personnel but in charge of some of the core aspects that should be in what would be a 1st/3rd person player vs. player rogue shooter game... of course i am open to more input, so it would grow as quickly as the versus idea did. aside from the foums i try, i am not as advanced into the engines as any of you but i do know what the front end is and what it should look like... not just graphics but mainly the appearance of the elements.
the Rogue concept is definitely different than a sp/merc scenraio... so i am offering the vast research i have done in a user-=friendly way to make this game everything it should be - the COMPLETE Dose of stealth action fun.
if you dont like this thats fine with me i just figured off the top of the list youre the ones that would be in this category of taking it on if you wished.
Devolopment of a map is an incredible amount of work, which only becomes apparent after you start making it.
To anyone that wants to create a solo dev team to create maps for Project stealth, they can start with Chaos Theory Multiplayer maps they may have created, and simply port those to Unreal Tournament.
In theory, that is all that is needed because we are working at the same scale of units as CT. So any map that works in CT, should work for PS. Porting to Unreal will of course require things to be scripted so the engine knows what is a ledge, where a coop is, an objective etc etc. Once you get the map into Unreal Tournament, then we can talk.
This goes for the entire community, so if you want lots of maps, I suggest porting stuff from CT to Unreal Tournament.
We cannot publicly condone using Ubisoft Assets though as we can get sued.
We don't have enough resources to make a mode that resembles your idea. If we did have them, they'd be used for finishing PS first.
sounds like a good plan , was hoping to do a map or two in max since i sincerely prefer max (if i knew maya then maya) to do map work since i have all the scultping tools i need to create more vivid life-like geometry.
was never happy with "boxey" shapes, i mean a room is just a room but in the past eveything was pretty square y'know. UT3 allows amazing static mesh rendering with front-only rendering mannn its like heaven after squeezing polys for so long GG UT3.
Quote from: ray mysertio on June 27, 2009, 04:02:21 AM
sounds like a good plan , was hoping to do a map or two in max
Yeah, that's how Lake House started before UT3 was released. It's a shitload of work to be a one man's job, though.
dont suppose someone would want to collaborate?
split up the really cool meshes so i dont feel like a mesh-hogg and nieither will you.
[EDIT] what would be better for mounting ledges and windows? make a custom mesh with a flat edge or will the flags be applied directly to staic meshes?
and will the mounting of ledges to climb up on be able to have a slope? i tried making a cool Corporate HQ in SCCT but the roof was sloped and i figured it would work: NO BAAAh I LOSE.
I went through the UT3 map tutaorial and can't beleive how much work it is to
make one room let alone a whole map. When you factor in the lighting, all the texturing,
making sure it's all the proper scale for the actors, it's an amazing amount of work.
I envy the people who have the patience and sills to make a good map.
lighting is an essence yeah ... no more BSP for rooms and buildings = mesh-goodness i been trying to make a map in Max since rainbow six 3: came out on UE20...
working on a new version of ZedBlade's fav map done by me : Projects: UE3!
Could you guys release a geometry guide for height of railings, crouch height, standing height, etc. ?
It's the same as CT, so porting custom maps is easier.
nice, dont remeber what it was 92 units for rail grab i think?
but what about standing height is there a list?
[EDIT] found the old geometric events.doc on ubidsoft's site : google: scct map editor"
so im pretty sure 92 unit ledge grab and everything else is explained further in the cdoc... makes me re-think how i am going to model the exterior, especially after watching the SCC video.
If we were to make a map in UT3's editor, how much effort would it be, excluding GE's, to make the map 'work'? Can we get the dimensions of the players and the like, or are they the same as normal?
Should be the same. Our characters are about 3 times higher than standard UT3 characters.