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Author Topic: ex_palidus  (Read 26033 times)
Dark Marine
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« on: January 06, 2013, 08:28:46 PM »

Hello guys. This is not a complete new map, more a new structured city_conflict. The idea behind the map was at first to make city_conflict better playable. I heard often that the original city_conflict feels to static or unbalanced and makes no fun. That in mind I made the map bigger and added the classic objective design in it.

But with consultation of Chrome Angel the current city_conflict will stay and the new one will run under a different name. At first some pictures.







The structure of the old area changed just a little bit. On the generator objective is the connection into the new area. The sideway from the ruins to the generator, the sewer and the passable gouvernment building are gone. The arbites station tower isnt passable too, but now there are three ways into it and all the breakable walls are already destroyed, so that no side who hold this objective get to much efforts in the tower (especially the Space Marines). Atm I have some perfomance problems with the new version, but I almost fixed the VIS bug now (water disappears in some view angles). There are just very small areas where it could still happen.

I also made the map more darker and it had more fog. The first picture show an imperial base with a radar station, infantry baracks, two generators and a garage which is passable how you can see it on picture 4.  I hope this version will be fun.
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ChromeAngel
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« Reply #1 on: January 06, 2013, 10:00:31 PM »

Oh WOW!  So much more atmospheric than the version I got a look at.  Good stuff DM!
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Stahlhagel
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« Reply #2 on: January 08, 2013, 05:12:54 PM »

holy fucking shit man. youre really bringing the grim  darkness of the far future to life. btw, our good friend vman has some goodies for you. your map will look even more insane when they arrive.
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Stahlhagel
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« Reply #3 on: January 08, 2013, 05:35:10 PM »

id make a suggestion though, simply coppying city conflict isnt that great of an idea. rather than that, try to take the things that make tarsis, city conflict and digsite amazing and combine them into a completely new map.

all of the mentioned maps have certain areas in them which lead to amazing battles;

make your maps have their own identity, tell you their story, make the player feel like hes part of a specific battle.

engulf him with the colosal sizes usually used in 40k, the gorgeous, gracious archtecture of a high tech universe combined with a mythic medieval feeling. when you make an area, try to imagine what it could really look like in 40k. what would you imagine a high tech gothic garage to look like if you were a munitorum disciple working at that place for example ?

use the gameplay features such as very close spawn points, so youre in engagement range nearly instantly after spawning.

digsite has that amazing area between the tomb and the bunker which offers cover, plenty of field of vew for ranged units, no class really falls short there.

city conflict had those huge surroundings on the skybox, you kinda felt you were in a small imperial city
(yes i know source has mapping limitations, but its the best you could do at the time with it. )
and the thunderhawk area which allows for more or less dynamic battles

tarsis has pretty impressive amount of tactical flexibility to it in nearly all areas and looks simply gorgeous.
that nid cave is a place to be feared, you kinda fear entering tat place knowing its swarming of nids there in the darkness.

you see, you dont neccesarily need to copy paste city conflict to make an amazing map, youve already proven your capability to make awesome maps. i want to see what goodies youve got more to impress us with, so freshness is very much welcome.

vman has prepared flak explosions , aa tracers, landing nid spores and artillery barrages to use for the skybox, it should give a little kick to your artistic creativity Wink


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Dark Marine
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« Reply #4 on: January 08, 2013, 07:02:05 PM »

What you say give me to think, Stahlhagel. How I wrote in the firstplace the idea behind this map was to replace city_conflict. Of course if we hold the original version it could be look cheap to recycle an old map.
But to make a complete new map will be a lot of work again (ok with the new areas I have a 30% finished map). When I contiue the work on palidus then I wont make the whole map with this rocks. This was my first try to work with the displacement tool and it dont make fun to work with it. Its to awkward to form the mountains. I will look what ideas I have.

The new stuff from vman sounds good. Maybe some of you can post some pictures of it and can tell me which entity I have to use to implement it (models no problem, but particle effects more).

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Stahlhagel
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« Reply #5 on: January 08, 2013, 07:36:07 PM »

dont rush to finish it, im ready to wait for a quality map, it usually pays off in the end. i think nqss works with the displacement tool, and hes doing pretty well as you can see. maybe he can give you some tips on it, it seems to be crucial to make maps look good.

the thing is, currently only i got the particle systems, theyre pretty much finished, but i guess they got to be coded in first by chrome, i could post the current build of those though
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Stahlhagel
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« Reply #6 on: January 08, 2013, 07:37:57 PM »

i like the idea of that small river. maybe if you fall in it kills you with acid or something lol.
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Stahlhagel
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« Reply #7 on: January 08, 2013, 07:50:29 PM »

1 thing you can do is make it look more industrial, thats something that works well for 40k, having all sorts of machinery pipes power cables, reactors shield generators and stuff around.
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ChromeAngel
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« Reply #8 on: January 08, 2013, 08:13:34 PM »

the thing is, currently only i got the particle systems, theyre pretty much finished, but i guess they got to be coded in first by chrome, i could post the current build of those though

The PCF files only need adding to the particles manifest, then DM can use them in his maps(s), no coding needed for environmental effects. 

Stahlhagel, maybe you could make a thread with pics of the effects and attach the PCFs and updated manifest?
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Stahlhagel
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« Reply #9 on: January 08, 2013, 08:31:09 PM »

i can just send it to you or dm :v you can view those in the editor, why make all the hassle
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Nqss
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« Reply #10 on: January 08, 2013, 10:37:51 PM »

i like it , wish we had some more content to fill it with
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ChromeAngel
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« Reply #11 on: January 08, 2013, 10:49:00 PM »

i can just send it to you or dm :v you can view those in the editor, why make all the hassle

Because DM isn't the only mapper in the world?
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