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Author Topic: ex_city_conflict  (Read 125899 times)
Stahlhagel
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« Reply #45 on: July 09, 2012, 08:25:27 AM »

i suggest putting more huge buildings around the player accessible area, im starting to get the feeling that im  really in a small imperial city. add more huge buildings to give it a porperly imperial/epic look. since i have finished with modelling the priority stuff for chrome, i could make some nice props like quad antiair autocanons, icarus lascanons, imperial guard generators, leman russes, turrets... whatever makes the battlefield look like a battlefield.
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Dark Marine
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« Reply #46 on: July 09, 2012, 05:47:19 PM »

Iam happy that you like the 3d skybox. Normaly the proportion of the 3D skybox to the current level is 16:1. Therefore the models for a 3D skybox like the buildings from HL² or the cathedral from Exterminatus are very small and I cant use these for my 3D skybox.
For me was important to use a normal world model for the 3D skybox, like the imperial eagle icon, which looks huge on a skybox building. An other thing is the highway. I couldnt use the normal HL² highway, because I couldnt reduced the model for the skybox. So I had to build my own highway with brushes. My skybox has a proportion of 2:1.
I try to make more huge buildings if I can. But the next step is to rebuild the sea side a little bit. The thing is that I reached the maximum of allowed brushes on a map. Iam at 93%. The reason for this is the lot number of ruins and of course the low using of models for the 3D skybox. Therefore I have not much space to add to much.

Now we come to speak of the models. I tried to use so much models of Exterminatus I could and when new models come in, then I will pounce on it like a bum on his alcohol.  Wink
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Dark Marine
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« Reply #47 on: July 13, 2012, 04:58:22 PM »

Now I've turned to the sea side and that is the result.



The proportion of the buildings is now a little bit more realistic and fills almost the entire horizon of.
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Stahlhagel
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« Reply #48 on: July 13, 2012, 11:04:34 PM »

needs more imperial statues or eagles or arcs or whatever it takes to make it look more imperial, but you get my idea of the map, looks so much better
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Stahlhagel
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« Reply #49 on: July 13, 2012, 11:07:25 PM »

how about adding fume effects for the chimneys and tracer fire towards the sky? i somewhen had the idea to make something like spores falling from the sky in the distance with flakfire trying to intercept that... dunno if thats possible, the spores would be 2 d images , and being away so far that wouldnt be a problem

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Stahlhagel
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« Reply #50 on: July 14, 2012, 04:11:30 AM »

http://www.youtube.com/watch?v=6-jkuemhP3o&list=PL1E042178C0497364&feature=plcp

this guy seems to know everything about source mapping, he even got custom textures everything free to download.

hes an amazing mapper.

i also found some dude whos an ace with particle coding, he made a flamer effect so realistic it compares to nothing ive ever seen.

http://www.youtube.com/watch?v=G21RLNfe9Lk&feature=BFa&list=UUQj6kd5g8Jjg0daavZDkl5Q

http://www.youtube.com/watch?v=3M4c8028hsc&feature=BFa&list=UUQj6kd5g8Jjg0daavZDkl5Q

i will learn how to do these things at some point, but models are priority right now.
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Dark Marine
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« Reply #51 on: July 15, 2012, 11:21:24 AM »

Thanks for the links, Stahlhagel. Iam very inexperienced with special entitys like fire or flakfire, which ones you can see on the map lycantium. But I will see what I can do. A smoke trail effect out of the smokestacks is already in the map.
« Last Edit: July 15, 2012, 11:25:22 AM by Dark Marine » Logged

Stahlhagel
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« Reply #52 on: July 25, 2012, 03:09:13 PM »

the place where you have to defent the generators under the landing pad need a lot more cover, the nids get slaughtered in the open once the marines have dug in on the platform
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Dark Marine
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« Reply #53 on: July 25, 2012, 07:21:06 PM »

I placed on the important spots all the tanks to give the Tyranids cover.  But you are right. At the generator they have to less of them and I have to think to give them more without spaming more tanks.  Tongue

An other thing. Few days ago I found one old picture of city conflict, which I posted here in the forum as I started the map back in 2005. I was surprised to find this on the internet.



You see that some of the ruins have made it in.
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Dark Marine
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« Reply #54 on: July 28, 2012, 08:03:03 PM »

To make the balacning in favor of the Tyranids I added more cover for them.

Before ....


...and after.

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Dark Marine
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« Reply #55 on: September 02, 2012, 11:34:10 AM »

The work on version 3 dont come to an end and therefore here are some new things.

At first I added the new force field pylons made by Stahlhagel!?


We have a new way for the stealer. Now he can go into the sewer to reach a new entrance into the ventilation shaft.



Also he got a new exit out of the ventilation shaft.


I hope with these innovations the people will take the stealer class more often on this map.
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Dark Marine
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« Reply #56 on: September 06, 2012, 09:27:53 PM »

The Tyranids got some benefits so I thought the Space Marines need some too.
If the Tyranids are holding the generator, they tend to rush the Space Marine spawn zone. To protect them for this "cowardly attack"  Wink I added two power fields which are only opening for the marine team. At the same time I block this way for the Tyranids, if the Space Marine are holding the generator. The stealer is the only one who can come from this side.



The Space Marines have a hard stand when they have to defend the Arbites security station at the second time, because now the Tyranids are spawning nearer to the tower. Therefore the top of the tower is now passable, when the power field is down. From there they have a good view of the incoming hordes. The veterans under you recall that this was possible on the old Rival Species 1 version too.

 
« Last Edit: September 08, 2012, 05:07:52 PM by Dark Marine » Logged

ChromeAngel
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« Reply #57 on: September 06, 2012, 10:03:47 PM »

Nice idea shielding the marine spawn and I look forward to defending from the top of the tower once more.

Please can you use a different texture on the front of the steps on the tower roof, that non-slip texture is fine for floors, but makes no sense for uprights.  Can we also have frame around the roof entrance/exit,

cheers.
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Nqss
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« Reply #58 on: September 06, 2012, 11:06:50 PM »

in my opinion , there could be more objectives to do , you know , some other sides of city , maybe
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Dark Marine
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« Reply #59 on: September 08, 2012, 05:58:53 PM »

Nqss wrote:
Quote
in my opinion , there could be more objectives to do , you know , some other sides of city , maybe

The thing is that I reached nearly the maximum of allowed brushes. I cant add to much anymore. Iam happy if its enough for some new ways or for new buildings for the 3D skybox before I reach the maximum.
But this map shall be a remake of the old one only, not a complete different map. Iam happy of the status of the current version.

@ChromeAngel: I updated my webspace.
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