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Author Topic: [Final] 6p_Road_to_Paris  (Read 37880 times)
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Unkn0wn Offline
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Posts: 18377


« Reply #60 on: November 07, 2010, 02:38:15 pm »

French Countryside?

Edit: oh St Lambert, right?
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #61 on: November 07, 2010, 03:13:33 pm »

Huge update coming soon, I'm trying to make it a bit more urban. I basically threw most fields away, there is another big road going through the map. I'll post screenies ASAP.
« Last Edit: November 07, 2010, 03:15:13 pm by EliteGren » Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #62 on: November 07, 2010, 03:56:13 pm »

Any chance of an Eiffel Tower? Tongue
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Yes that's me, the special snowflake.
brn4meplz Offline
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Posts: 6952


« Reply #63 on: November 07, 2010, 04:10:20 pm »

He's not actually Paris he just called it that. the closest thing to paris that would be is like... some amalgamation of a Park and some large buildings.

If we're going to do an actual Paris map it should be heavily urbanized with a few wide thoroughfares
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #64 on: November 07, 2010, 04:14:09 pm »

Yeah this version is more like Paris Outskirts, though I urbanized the new version quite alot. We'll see if I keep the name, deadbolt is working on a totally urban version of Paris.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #65 on: November 07, 2010, 04:51:54 pm »

EDIT: Pics Outdated

Update 1.2

- Drastically changed the south and left side of the map

- Removed one of the middle buildings for less clusterfuck













Is not in the Updater yet!
« Last Edit: November 07, 2010, 06:22:52 pm by EliteGren » Logged
Unkn0wn Offline
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« Reply #66 on: November 07, 2010, 04:55:39 pm »

Has DerangedFerret given you bloom classes or something?
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #67 on: November 07, 2010, 04:57:54 pm »

?

This atmosphere has been in for a long time already. Did you even look at the map?

To answer your question no, I'm a fast learner that's all.
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brn4meplz Offline
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Posts: 6952


« Reply #68 on: November 07, 2010, 04:59:20 pm »

Alot of the buildings just seemed stamped on the terrain. There is no living feel to the area.
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EliteGren Offline
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Posts: 6106


« Reply #69 on: November 07, 2010, 05:00:00 pm »

Working on the details right now.
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Unkn0wn Offline
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« Reply #70 on: November 07, 2010, 05:16:46 pm »

Problem is you're using sets of different buildings
1. Urban buildings belong in Urban terrain, not in the middle or right at a group of fields
2. Rural buildings will blend in in a rural environment, but they don't belong in an urban area at all.
3. Industrial buildings really don't belong anywhere but in an industrial complex, it'll just look silly.

* The building shown on picture 1 of the update is quite urban, it's also a part of a series of buildings that are supposed to be linked together. Using just one piece of this building group seems is a tad odd.

* Transitions from urban to rural are still too abrupt

* Opacity (splats) and Transparancy (for splines) are extremely important on making your map not look like a LEGO playhouse.

* Don't use tiling for roads, ever. Common new mapper's mistake, use splines and some splats for transitions/filling/detail.

* Don't use too many different sets of tiling, you'll find the average relic map has maybe 5 at most (including the 'base' one) I think RTC has maybe 3.  Avoid using multiple sets of urban/rural/industrial tiling and just stick with one or two. SPLATs are your biggest friend for creating a good looking surface and drain a lot less GPU than tiling does when stacked.

* The road selection seems downright odd, you wouldn't have a big paved road running through even a semi-rural environment. Better to use 'rural highway' for that. (Remember, transparancy!)

* Pay attention to where the windows are on your buildings -> gameplay effects

* Keep realism in mind, a good map is one that also looks and feels as if it could have been a real town. Think of how towns look in reality, etc. Player's don't want to fight in Barbie's dollhouse or the playmobil castle. Match your tiles with surrounding splats, match your splats with the street in mind. You wouldn't have a concrete underground in your average french city, it'd be cobblestone or whatever. And your roads would fit in with the surrounding city squares.

* Again, open a good Relic/EIR map for inspiration and knowledge on good splats/splines/design/detailing.
« Last Edit: November 07, 2010, 05:19:17 pm by Unkn0wn » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #71 on: November 07, 2010, 06:35:05 pm »

Alright I will take those points into consideration tommorow.
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Computer991 Offline
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Posts: 1219



« Reply #72 on: November 07, 2010, 11:04:00 pm »

Wheres the new concept? just wondering.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #73 on: November 08, 2010, 07:11:14 am »

Alright I completely reworked over 60% of the map (mostly south and left side). Just need to find some right roads to replace the tiling now. Screenshots will follow shortly.
« Last Edit: November 08, 2010, 07:13:04 am by EliteGren » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #74 on: November 08, 2010, 08:47:06 am »

Huge Update Ver. 1.3

- South and left side of the map urbanized, Second road added

- Roads are now actual roads and not just paint

- Added damage to alot of buildings

- Ingame Description added

- Middle building removed


























« Last Edit: November 08, 2010, 08:50:46 am by EliteGren » Logged
LeoPhone Offline
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« Reply #75 on: November 08, 2010, 09:08:39 am »

looks good now.
the overall picture is still a big mess though.

also, i wouldn't use those sandbag_emplacements, they don't function correctly.

grove_pine_simple is also not working really well: it doesnt block shots. you must place movement_blocker_shot_block_only (found in ebps/gameplay) around it by hand (or fix it in corsix...)
I think there is also something else wrong with it: if you check corsix you can see it has it's delete_when_dead on true, while all other groves have it on false. I also remember units walking trough those groves. they are bugged. fix em in corsix or dont use em. avoid all groves with "simple" in their name.

if you want to use pine groves, use grove_pine_l_01 and next place movement_blocker_shot_block_onlys around it, or use the ones you use now but place movement_blocker_shot_block_onlys around it AND move_blocks inside it (or use the impass map editor tool)

oh, and trolleys only work on rails  Wink
« Last Edit: November 08, 2010, 09:18:02 am by LeoPhone » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #76 on: November 08, 2010, 09:18:57 am »

Rgr, what's wrong with the sandbag emplacement?
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #77 on: November 08, 2010, 09:21:59 am »

check it's impass.

it are multiple sandbags that function as one object. drive over one and they all dissapear. I also doubt cover is working well for it.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #78 on: November 08, 2010, 09:36:32 am »

Okay I rebuilt them by hand. I'll leave the trolleys tbh, they look good.
« Last Edit: November 08, 2010, 09:40:04 am by EliteGren » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #79 on: November 08, 2010, 10:38:51 am »

Alright it should be ready for the update now, also updated the OP.
« Last Edit: November 08, 2010, 10:41:59 am by EliteGren » Logged
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