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Exterminatus - Rival Species 2 => Contributions => Topic started by: Comrade_Grunt on March 21, 2009, 04:37:56 PM



Title: WiP Map
Post by: Comrade_Grunt on March 21, 2009, 04:37:56 PM
So, I've been following this mod for a while, and I love it because the team, you guys always seem to be working well on it, the mod is never just 'dead' or there is never not something new, and I think that is just great. But you guys seem to be facing a problem with the mapping/mappers and the lack of it. I'd love to help, so I've been working on some stuff for you all.
(Oh, just to let you know, all the textures in these are place holders until I finish the level design part of it)
These are the starting area of the UM and most likely the last cap point
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0000.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0001.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0003.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0004.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0006.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0007.jpg)

This is only the bare bones of the map right now, oh and that grass texture is a custom one of mine.

Lots of work to be done, any comments would be nice.


Title: Re: WiP Map
Post by: Battle Brother Arius on March 21, 2009, 11:25:05 PM
Wow, that is looking like a pretty sweet map good sir!  ;D  I am loving the look of it already and can't wait to wage war in it!

Tell me, how is the rest of the map going to shape out? Will it remain as a canyon or will it widen out on the other end and include more things?  Perhaps a small urban area that the Marines need to capture?


Title: Re: WiP Map
Post by: Comrade_Grunt on March 22, 2009, 01:48:45 AM
That area I posted might turn into like, that front gate/check point area for a small urban/mining or industry city. It's going to be grass plains with a few trees and lots of cliffs basically. It took me a while to get the style right for those walls.


Title: Re: WiP Map
Post by: ChromeAngel on March 22, 2009, 10:19:43 AM
Good start, I like the buttressed walls and the way you've integrated the imperial props. 

Nice grass too, the the dry stuff looks like it's been scaled up a heck of a lot.

Some of the openings look a bit narrow for the Carnifex though.  Try and keep the big guys in-mind.


Title: Re: WiP Map
Post by: Comrade_Grunt on March 22, 2009, 06:15:04 PM
I'll work on that texture problem then. And I was trying to make sure there weren't any size problems so I'll work on that too


Title: Re: WiP Map
Post by: Comrade_Grunt on March 22, 2009, 06:54:06 PM
Little bit of an update (That second cliff is gonna change soon, looks ugly)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0008.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0009.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0010.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0011.jpg)


Title: Re: WiP Map
Post by: ChromeAngel on March 22, 2009, 09:02:12 PM
Looks like you've got some sunlight leaking under the left hand cliff there.  Have you had much practice with displacements?

BTW your timing is excellent, you just made the homepage news ;)


Title: Re: WiP Map
Post by: Comrade_Grunt on March 22, 2009, 09:02:56 PM
Yeah I have a lot of experience, I've notice the light thing for a while, just trying to focus on other parts of the map


Title: Re: WiP Map
Post by: Battle Brother Arius on March 22, 2009, 10:23:51 PM
Excellent work! It is shaping up beautifully!  :D


Title: Re: WiP Map
Post by: Comrade_Grunt on March 22, 2009, 10:36:26 PM
I finished up that checkpoint area for now and started on the city area.


Title: Re: WiP Map
Post by: Farseer on March 23, 2009, 03:17:49 PM
May we see a final picture of the checkpoint?


Title: Re: WiP Map
Post by: Comrade_Grunt on March 23, 2009, 09:00:31 PM
I can't get a picture right now, off away from my work PC. I'll get one tomorrow.

(I wouldn't really call it the FINAL final, but the best I can make it until I get what I need to finish it up, like models and such)


Title: Re: WiP Map
Post by: Comrade_Grunt on March 24, 2009, 11:11:21 PM
Checkpoint will remain like this until I get the city area at least laid our fully and in working order.
(Gotta figure out what the problem with the displacement light is)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0012.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0013.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0014.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0015.jpg)
(http://i66.photobucket.com/albums/h268/ilikehl2/1_ex0016.jpg)


Title: Re: WiP Map
Post by: Battle Brother Arius on March 24, 2009, 11:16:22 PM
The check point looks great Grunt, good work!

A little more detail on that larger wall at the end of the canyon would be good though, in my opnion.  Even if it just some Imperial insignia.


Title: Re: WiP Map
Post by: Comrade_Grunt on March 24, 2009, 11:18:25 PM
The check point looks great Grunt, good work!

A little more detail on that larger wall at the end of the canyon would be good though, in my opnion.  Even if it just some Imperial insignia.

Yeah, the wall is just there right now so I know where to line stuff up at.
I build my maps in different parts, and put them together like a huge lego set once a part is done, so I can edit areas easy and not have to look at messy 2D views either. The wall will get updated once the city is on it


Title: Re: WiP Map
Post by: Typheron on March 24, 2009, 11:57:46 PM
the displacement light issue is source being weird, i had the same issue on digiste, my answer was simply put a wall behind it to provide shadow as it seams to be caused by the skybox providing light at low level to the base of the displacement.


Title: Re: WiP Map
Post by: Comrade_Grunt on March 25, 2009, 12:02:23 AM
I was thinking of doing that :D


Title: Re: WiP Map
Post by: Farseer on March 25, 2009, 01:14:15 AM
Wow checkpoint looks sexy.... Regarding the canyon thingy, im no mapper (Literally, i've never opened the Source map making tool) but im guessing..... i got nothing... nice checkpoint tho...


Title: Re: WiP Map
Post by: Comrade_Grunt on March 25, 2009, 02:09:19 AM
Wow checkpoint looks sexy.... Regarding the canyon thingy, im no mapper (Literally, i've never opened the Source map making tool) but im guessing..... i got nothing... nice checkpoint tho...

Well thanks a bucket load lol :D


Title: Re: WiP Map
Post by: LoC on March 25, 2009, 03:24:12 PM
This map looks pretty good. Can't wait to play it in multiplayer.


Title: Re: WiP Map
Post by: Comrade_Grunt on March 25, 2009, 10:11:32 PM
This map looks pretty good. Can't wait to play it in multiplayer.

Heh, can't wait to myself


Title: Re: WiP Map
Post by: Comrade_Grunt on March 30, 2009, 10:29:14 PM
Just a quick update, nothing big. Haven't had a ton of time to use for mapping, but the inner area is coming along oddly. I'm not sure what to really put behind the gates. Going for some sort of city like area I guess right now, maybe a small outpost/base with other stuff to expand on the map's own story.


Title: Re: WiP Map
Post by: Battle Brother Arius on March 31, 2009, 01:59:46 PM
If I were you I would make it as strategic as possible.

For example I would have at least one large building along the main road leading to the gate from which Marines, or Tyranids, could mount a defensive.  However, to make things interesting and balanced, I would place a side road that leads off to a flanking position which can help whichever team to clear the building.  Amongst other things I think a map where you can use tactics is far more enjoyable than a map where you simply run about with no cover.


Title: Re: WiP Map
Post by: Typheron on March 31, 2009, 02:18:49 PM
Lictor > All tactics involving cover.


that is all.


Title: Re: WiP Map
Post by: Battle Brother Arius on March 31, 2009, 08:06:37 PM
Bolter > Lictor   :D

When I say cover I mean something along the lines of a building where Space Marines can fire from the windows above.  Surely that would hinder a Lictor, no?


Title: Re: WiP Map
Post by: Typheron on April 01, 2009, 12:10:00 AM
you will learn, on you will...


Actually on that note its important to create spaces both teams can access, creatign a bunker only the marines can fit inside and shoot out is a garenteed way to fail. Generally having breakable walls and the ike is a good way to allow tyranids access, just rember to mark them so its clear they can be broken.

it can be massivly frustrating for the tyranid team if they cannot gain entrance into a space because of there size


Title: Re: WiP Map
Post by: Comrade_Grunt on April 01, 2009, 12:32:56 AM
Yeah I'm thinking about changing the map around to be more...well not city-ish. I like the bunker with the breakable walls idea though


Title: Re: WiP Map
Post by: Scorp on April 01, 2009, 08:04:01 AM
Just try not to make the map huge :) I think it would be better with smaller maps, therefore intense firefights :D


Title: Re: WiP Map
Post by: Typheron on April 01, 2009, 09:13:46 AM
remeber only one side actually shoot, the other side claw you so being in a small confined space with them is suicide for the marines, even with Melta support.


Title: Re: WiP Map
Post by: Scorp on April 05, 2009, 12:41:57 PM
The map does look cool layout wise, really nice. But maybe it should look damaged? And urban-like? So it's darkish and impacts in the walls etc?


Title: Re: WiP Map
Post by: Battle Brother Arius on April 12, 2009, 02:03:26 AM
How is the map coming Grunt?  :)


Title: Re: WiP Map
Post by: Comrade_Grunt on April 17, 2009, 12:48:09 AM
Haven't had much time to work on it


Title: Re: WiP Map
Post by: DecapitateD on July 22, 2009, 03:04:58 AM
I just wun say when u work on it (not to tell u wut to do) but u dun think 3 land raiders is too many? each can hold like 10 marines and they are no longer made by the imperium so u think they wouldnt leave 3 just lying around :P unless its like a vehicle depot or something btw love the map.


Title: Re: WiP Map
Post by: Battle Brother Arius on July 25, 2009, 11:03:34 PM
Correct me if I'm wrong but the Imperium does still make Land Raiders.  This is an accurate lore excerpt that proves they are still in creation.

Quote
The Land Raider has its origins in the Dark Age of Technology, when humankind expanded out of its home system. Its construction method was incorporated into the great STC system, allowing it to be built locally by colonists even if they lacked any great technical knowledge. With the widespread breakdown of human civilization during the Age of Strife, production of the vehicle ceased.

During the Great Crusade the Land Raider STC design was rediscovered, allowing their manufacture. These vehicles were incorporated into the arsenals of the Imperium's forces and used as heavy transports and line breakers as well as mobile command centres. When necessary they could be used as Titan-hunters.

The discoverer is commonly believed to be the Technomagos Arkhan Land who, at the very birth of the Imperium is said to have rediscovered the STC designs hidden beneath the surface of Mars.

When the Land Raider was first deployed by the Imperium is disputed. Some believe it to be as early as the start of the Great Crusade, during a great conflict that raged across the world of Calysto Platinum.

Initially the Land Raider was in wide use through the Imperium. The Anvilus 9 forge world became devoted entirely to the production of Land Raiders.

The Land Raider as well was used by both the Space Marine Legions and the Imperial Army. Throughout the Great Crusade, few worlds were not won without the support of the Land Raider.

At the outset of the Horus Heresy, Anvilus 9 was overrun by renegade tech-priests, halting the production of the Land Raider. Many other forge worlds chose to stay neutral and seceded from the Imperium during the Heresy. The few Land Raiders still being manufactured for the Imperium came from the forge worlds still loyal to the Emperor.

With the dark clouds of the rebellion drawing closer to Terra, the Emperor ordered that all Land Raiders still in loyalist service were to be transferred and used exclusively by the Legionnes Astartes, who were at the forefront of the fighting. The Emperor was never able to annul the order, consequently, even after the Heresy, the use of the Land Raider remained exclusive to the Space Marines.3

Chapters, especially ones like the Black Templars, often use Blitzkrieg-esque assault tactics, which involves tank charges comprising often of multiple Land Raiders.

Strict Codex Astartes Chapters field 10 Land Raiders, as they are only for use by the 1st Company (Which comprises of 10 Squads).  And they carry 12 Space Marines, or 6 in Terminator Armour.


Title: Re: WiP Map
Post by: DecapitateD on July 26, 2009, 02:39:12 AM
[quote
Strict Codex Astartes Chapters field 10 Land Raiders
[/quote]
my point


Title: Re: WiP Map
Post by: Battle Brother Arius on August 04, 2009, 10:46:49 AM
Well I think they look good where they are and I do believe there are veteran characters available.


Title: Re: WiP Map
Post by: W40Kenrikiller on September 08, 2009, 02:06:09 PM
you sould make the chimera's lasscannon longer so it looks like better and it's really easy.
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1252748_99120105013_IGchimeramain_445x319.jpg


Title: Re: WiP Map
Post by: TarGET on November 24, 2009, 08:08:38 PM
 :oNow seriously, that's a very, very nice looking map. Needs alittle more space, though, but I torture myself to find faults.


Title: Re: WiP Map
Post by: Scorp on December 25, 2009, 10:45:34 PM
Dead?