Title: ex_tarsis_ultra Post by: Nqss on April 13, 2011, 02:13:31 PM this is Agri world Tarsis Ultra
http://img13.imageshack.us/img13/9732/extarsisultra0001.jpg map will be in original CP variation + with some experience from TF2 maps / 5 CPs , middle - easy to capture , hard to protect/ next to base CP average protect/capture ability. Last base CP is hardest to capture , many defence positions here is description of the world Quote Tarsis Ultra was a Civilised World with some specifications typical to an Agri World and a long, harsh winter period during which it looked like a ice world. It was the turning point of the advance of Hive Fleet Leviathan. During the Great Crusade, Roboute Guilliman led the assault on this world from which he was attacked by an unknown assailant but was saved by a native soldier. Guilliman then made a warriors bond with the trooper vowing to return should the world ever need his aid. A temple within the capital Erebus honours this along with the planets residents changing the name to include the Ultramarine's name and the local Planetary Defence Force attempting to replicate the Ultramarine's Power armour. so i've manage it with snow theme. I was searching world like that and this is my luck , ultramarines vs tyranids in snow battle for this worldInvasion of Tyranid hive Quote In 999.M41, Tarsis Ultra was faced with the threat of the Tyranids after it was discovered that a tendril of Hive Fleet Leviathan was bound for the planet. The Ultramarines were sworn to honour the ancient oath pledged by the Primarch, Roboute Guilliman, to defend the people of Tarsis Ultra; thus Captain Uriel Ventris through the orders of Marneus Calgar enlisted the aid of a Company from an Ultramarines Second Founding Chapter, the Mortifactors, led by Chaplain Astador. Supporting the Space Marines defending Tarsis Ultra were 10th Logres led by Colonel Octavius Rebalaq, the 933rd Death Korps of Krieg led by Colonel Trymon Stagler, and the PDF Regiments headed by Major Satria. Inquisitor Kryptman was also present to impart his extensive knowledge of the Tyranids to help the war effort. Fabricator Marshal Sebastian Montante proved to be a valuable asset as an efficient organiser of resources and general supply management. When the Tyranids arrived in the system and consumed the planet Barbarus Prime, the Imperials launched an attack in space. Despite an initial victory in destroying a Hiveship, Inquisitor Kryptman wished to invoke Exterminatus upon the world Chordelis, as it was the next planet in the path of the Tyranids; this was to prevent it from being devoured and swelling the Tyranids' numbers, as planetary evacuation was deemed to be too slow. Ventris was vehemently against this decision and supported an alternative solution proposed by Admiral Tiberius, who proposed to slow down the Tyranids by exploding a hydrogen-plasma refinery in space thereby destroying another Hiveship. However, Kryptman had lied to Ventris and with the assistance of the Mortifactors invoked Exterminatus in spite of the Ultramarines' plan succeeding. The Imperials attempted the same trick again with a second space refinery to destroy yet another Hiveship. However, the Tyranids adapted to this ploy and the plan backfired on the Imperials, crippling their fleet and forcing the survivors to flee; Tarsis Ultra was left unprotected from space, which allowed the Tyranids to launch their final planetary invasion. During the Tyranid attacks on Tarsis Ultra, a Lictor was captured by Ventris and a Deathwatch team; this proved pivotal during the war, as Kryptman was able to concoct a venom from the Lictor's genetic structure that would send an early generation Tyranid into hyper-evolution, killing the creature. They then decided upon killing the Norn-Queen in order to win the war. Ventris joined the Deathwatch team in infiltrating the final remaining Hiveship to kill the last Norn-Queen controlling the Tyranids. Ventris managed to finally kill the last Norn-Queen with Kryptman's gene-poison. The remaining Space Marine contingent of both the Ultramarines and Mortifactors were down to sixteen men when the Tyranids started to attack each other, as the link with the Hive Mind was lost when the last Norn-Queen died. The psychic shockwave of the overmind's death affected the Tyranids into slaughtering each other senselessly, leaving the Imperials alone. The majority froze to death under the harsh conditions of Tarsis Ultra with a minority surviving and taking refuge in warmer surroundings. At the conclusion of the war, Ventris reaffirmed his faith as an Ultramarine to protect the Imperium from the enemies of Mankind Title: Re: ex_tarsis_ultra Post by: Nqss on April 13, 2011, 07:36:29 PM small update
this my first experience with cold outside surface http://img855.imageshack.us/img855/9484/extarsisultra0003.jpg looks pretty cold yet Title: Re: ex_tarsis_ultra Post by: Nqss on April 15, 2011, 11:27:22 AM Some update , still thinking of design
http://img51.imageshack.us/img51/3038/extarsisultra0004.jpg http://img683.imageshack.us/img683/1622/extarsisultra0005.jpg some design concepts natural size , i mean , its from wiev of player http://img41.imageshack.us/img41/8438/extarsisultra0006.jpg http://img26.imageshack.us/img26/7175/extarsisultra0007.jpg Title: Re: ex_tarsis_ultra Post by: Nqss on April 21, 2011, 04:58:29 PM smore design concept
http://img845.imageshack.us/img845/1768/extarsisultra0009.jpg http://img845.imageshack.us/img845/4429/yb09c8ddb.jpg http://img695.imageshack.us/img695/5678/y088306f6.jpg Title: Re: ex_tarsis_ultra Post by: Farseer on April 21, 2011, 05:30:05 PM finally got imageshack working... Lovely pics Nqss, the map is looking wonderful. Keep at it
Title: Re: ex_tarsis_ultra Post by: Nqss on April 22, 2011, 11:41:11 AM http://img821.imageshack.us/img821/1697/extarsisultra0010.jpg
http://img860.imageshack.us/img860/8697/extarsisultra0011.jpg this will be last Imperial point or pre piont im still thinkin of it Title: Re: ex_tarsis_ultra Post by: Nqss on April 22, 2011, 02:39:24 PM small update
http://img96.imageshack.us/img96/9648/extarsisultra0012.jpg http://img841.imageshack.us/img841/8914/extarsisultra0013.jpg Title: Re: ex_tarsis_ultra Post by: Nqss on April 24, 2011, 12:26:31 AM another update are for final imp point , which gonna be with strongest defence and really good defence positions http://img821.imageshack.us/img821/8826/extarsisultra0018.jpg so pre-final point for imperials will be like a camp http://img820.imageshack.us/img820/9410/extarsisultra0019.jpg this hieght of cover is perfectly covering half of the marine but snow makes it harder to aim and easier for nids to get in close combat with marines http://img541.imageshack.us/img541/7550/extarsisultra0020.jpg so it will be average in terms of defence Title: Re: ex_tarsis_ultra Post by: Nqss on April 24, 2011, 12:17:24 PM update
http://img851.imageshack.us/img851/8923/extarsisultra0021.jpg http://img151.imageshack.us/img151/74/extarsisultra0022.jpg http://img853.imageshack.us/img853/1337/extarsisultra0023.jpg Title: Re: ex_tarsis_ultra Post by: Nqss on April 25, 2011, 11:03:40 AM i this map gonna have some gameplay issues for slow units such as termi and heavy
because its pretty huge Title: Re: ex_tarsis_ultra Post by: Nqss on April 25, 2011, 03:56:57 PM update
Imperial last point - gates to the city http://img59.imageshack.us/img59/9964/extarsisultra0024.jpg wiev screens http://img839.imageshack.us/img839/3338/extarsisultra0025.jpg http://img546.imageshack.us/img546/9944/extarsisultra0026.jpg http://img821.imageshack.us/img821/6620/extarsisultra0027.jpg Pre-last point spawn position http://img690.imageshack.us/img690/9103/extarsisultra0028.jpg 10vs10 maximum player number for this map Title: Re: ex_tarsis_ultra Post by: Stahlhagel on April 25, 2011, 04:38:59 PM very awesome keep it up man. i notice some gameplay issues mostly for the nids; since theyre vastly exposed on this map, try to give them more cover, or the game may end up in a killing field stalemate, otherwise great update.
Title: Re: ex_tarsis_ultra Post by: Nqss on April 25, 2011, 04:44:04 PM very awesome keep it up man. i notice some gameplay issues mostly for the nids; since theyre vastly exposed on this map, try to give them more cover, or the game may end up in a killing field stalemate, otherwise great update. dont worry mate , the nid points will be cave-like with not just cover , but also with ability to flank or ambush marines , especially at the final point of nidsand pre-last point for imps got lots of open space , so they can protect it better , but with lictors,thrope and warriors this place can be break down so its average in terms of protection by imps. Title: Re: ex_tarsis_ultra Post by: Nqss on May 01, 2011, 01:18:00 PM details update
http://img84.imageshack.us/img84/8177/extarsisultra0030.jpg http://img577.imageshack.us/img577/1597/extarsisultra0031.jpg http://img222.imageshack.us/img222/4949/extarsisultra0032.jpg Title: Re: ex_tarsis_ultra Post by: Nqss on May 05, 2011, 09:11:34 PM okay...after takin a look at valve maps , ep2 maps with huge spaces and taking some experiment work i found that i have to totaly recreate this map
also it got some design mistakes so , say goodbye to old tarsis ultra Title: Re: ex_tarsis_ultra Post by: Nqss on May 06, 2011, 09:02:47 PM http://img576.imageshack.us/img576/2739/texturetest0000d.jpg
new textures for the map Title: Re: ex_tarsis_ultra Post by: Stahlhagel on May 06, 2011, 11:14:07 PM told ya youd make it ;) and it looks awesome, continue in that direction and it will be epic
Title: Re: ex_tarsis_ultra Post by: Nqss on May 07, 2011, 10:43:39 AM +3 new textures
http://img52.imageshack.us/img52/5241/texturetest0001.jpg Title: Re: ex_tarsis_ultra Post by: ChromeAngel on May 07, 2011, 09:23:40 PM When I first saw this thread I thought it was a bad idea to set a map on an ice world, purely because of the lack of snow textures. Looks like you've overcome that hurdle though. After the issue with the art in HiveCity I have to ask, did you make these textures yourself or are they from another mod?
I really liked the gothic fortifications and the icicles in the initial version, I hope they will find their way back somehow. From a design perspective a large number of objectives sounded particularly challenging. To have that many objectives, with a full set of spawn points would require a vast amount of space. I'd be interested to hear what tricks you learned from studying the big EP2 maps. Title: Re: ex_tarsis_ultra Post by: Nqss on May 07, 2011, 09:37:19 PM When I first saw this thread I thought it was a bad idea to set a map on an ice world, purely because of the lack of snow textures. Looks like you've overcome that hurdle though. After the issue with the art in HiveCity I have to ask, did you make these textures yourself or are they from another mod? made myself (there is no credits to other people), here the images i've used camo net (was a hell of a work to make it repeatable) http://www.cepolina.com/photo/object/rope/4/rope_net_pink.jpg http://www.seattlefabrics.com/Urban%20Camo%20in%20Double%20Circular%20Knit.jpg ice http://aceinfowayindia.com/blog/wp-content/uploads/2009/12/snow-textures-5.jpg snow http://fc01.deviantart.net/fs26/f/2008/102/f/4/snow_texture_by_discordiA_stock.jpg and others , i cant find all the source images I really liked the gothic fortifications and the icicles in the initial version, I hope they will find their way back somehow. there will be different , because i found pretty much trouble with themFrom a design perspective a large number of objectives sounded particularly challenging. To have that many objectives, with a full set of spawn points would require a vast amount of space. I'd be interested to hear what tricks you learned from studying the big EP2 maps. learned how to do this kind of map , their way of use , of desplacementshttp://media.moddb.com/images/members/1/300/299427/sp_forest010007.jpg http://media.moddb.com/images/members/1/300/299427/sp_forest020020.jpg Title: Re: ex_tarsis_ultra Post by: Nqss on June 16, 2011, 10:01:10 AM okay
a this time im working on my diploma last project before leaving my college so i'll be back when im done there im still having some issues of creating maps gameplay. i really want it be interesting , but its harder then i thought Title: Re: ex_tarsis_ultra Post by: Nqss on June 22, 2011, 06:19:47 PM Diploma is protected with highest mark
back on the work Title: Re: ex_tarsis_ultra Post by: Nqss on June 23, 2011, 12:31:41 PM new texturies
Empera Protects http://img833.imageshack.us/img833/6515/prefabwall0000.jpg Title: Re: ex_tarsis_ultra Post by: ChromeAngel on June 24, 2011, 08:45:53 AM Congratulations on the diploma grade.
The standard looks a bit empty, perhaps you can add some more heraldic symbology to the background. Also bear in mind that red and black is associated with the Tyranid team in EX, with blue and gold details being the Imperial colours. When I needed a badge for the imperial guard insignia I combined Bahl's forum avatar with my own and put a star-burst behind them to cook up a fairly reasonable piece of heraldry. Would that be fitting for your banner? Title: Re: ex_tarsis_ultra Post by: Nqss on June 24, 2011, 09:16:12 AM this is not standart of space marines or imperial guards
this is just environment flags for imperial structures you know , like a flag of countries on thier buildings Title: Re: ex_tarsis_ultra Post by: Nqss on June 24, 2011, 08:39:37 PM http://img40.imageshack.us/img40/7923/prefabwall0001.jpg
gothic wall arch and window original non-edited images taken from free-texturies sites ignore rocks on bg , i fucked up a little with normals , will fix it Title: Re: ex_tarsis_ultra Post by: Nqss on June 24, 2011, 10:07:13 PM alright
after digging into valve textures i got better normal maps and improved mine textures , one of the ice textureis are now looks almost exactly as i wanted - transparent with reflections http://img651.imageshack.us/img651/6802/texturetest0002.jpg http://img99.imageshack.us/img99/2715/texturetest0003.jpg http://img94.imageshack.us/img94/9174/texturetest0004.jpg http://img146.imageshack.us/img146/2699/texturetest0005.jpg Title: Re: ex_tarsis_ultra Post by: Nqss on June 24, 2011, 11:11:54 PM ORNAMENTS
made of gothic ornament with lion imperial skull imperial alternative aquila http://img824.imageshack.us/img824/4645/texturetest0006.jpg Title: Re: ex_tarsis_ultra Post by: ChromeAngel on June 25, 2011, 12:11:30 PM The eagle in your ornament only has one head.
Title: Re: ex_tarsis_ultra Post by: Nqss on June 25, 2011, 12:25:24 PM yep , i miswritten ....
Title: Re: ex_tarsis_ultra Post by: Nqss on June 26, 2011, 02:16:33 PM 3 new
wall arch window http://img861.imageshack.us/img861/8052/texturetest0008.jpg Title: Re: ex_tarsis_ultra Post by: Nqss on August 18, 2012, 06:48:42 PM playable version
download for testing https://dl.dropbox.com/u/23824139/ex_tarsis_ultra.rar Title: Re: ex_tarsis_ultra Post by: Dark Marine on August 20, 2012, 04:52:57 PM Very nice work. I like the contrast between the red Tyranids and the snow and Iam still impressed by the design of the cave.
One thingh. Personaly I think the distance between the "last stand" and "the hive" objective is a little bit to far. Title: Re: ex_tarsis_ultra Post by: Nqss on August 20, 2012, 06:35:46 PM alright
i did so https://dl.dropbox.com/u/23824139/ex_tarsis_ultra.rar Title: Re: ex_tarsis_ultra Post by: Nqss on October 26, 2012, 03:26:42 PM latest tarsis
https://dl.dropbox.com/u/23824139/ex_tarsis_ultra.rar Title: Re: ex_tarsis_ultra Post by: Nqss on November 11, 2012, 12:06:52 AM https://dl.dropbox.com/u/23824139/ex_tarsis_ultra.rar
not much fixes |