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Author Topic: ex_ironclad  (Read 40218 times)
Ripperhugme
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« on: February 04, 2007, 01:16:29 AM »

This is a map i'm working on for EX. It pits the 'Rines against the 'Nids in a city fight. The marines start onboard a strike cruiser ready to be teleported down to the planet to assault the 'Nids Beacon, Node watever it is.

I plan to start working on it again after my current map de_rattlesnake makes it to beta release (rattlesnake's about 65% right now, hope to have finished by end of Febuary).

I haven't got any ingame shots just yet but I will post a layout shot and custom texture sometime next week hopefully.
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Typheron
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« Reply #1 on: February 04, 2007, 11:07:37 AM »

cool, although remember that you will have to hide a thunderhawk somewhere "parked" so the spawn system works.

on one of our test maps the harpy and thunderhawk hover overhead and everyoen spawns as you would in a normal FPS.
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migb
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« Reply #2 on: February 08, 2007, 09:36:00 PM »

So people are working on Ex maps...

Sounds good
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Ripperhugme
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« Reply #3 on: May 07, 2007, 11:19:07 AM »

Sorry for no update just rattlesnake is taking longer than normal to finish.

I still do tad bits of work on this map from time to time. And now that i'm mod free (marathon source, died 2 weeks ago) I might apply for team.
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ChromeAngel
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« Reply #4 on: May 07, 2007, 06:37:21 PM »

You would be most welcome, we are lacking dedicated mappers.
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Ripperhugme
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« Reply #5 on: July 09, 2007, 07:55:51 AM »

Again sorry for no update but here's one.

A few props, I'm sharing between this map and my new dm_slammer.





And the new layout (not including the marine spawn).

http://img182.imageshack.us/img182/3813/exironcladlayouthm1.jpg
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Ripperhugme
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« Reply #6 on: July 30, 2007, 09:13:28 AM »

2 new in-editor shots.

http://img2.freeimagehosting.net/uploads/87db3aedf8.png (thumb won't work)

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Typheron
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« Reply #7 on: July 30, 2007, 09:53:03 AM »

Just to warn you were probably about to gut the entire spawning system for Ex.

The thunderhawk/harpy is proving to be a bit of a problem at the moment.
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Ripperhugme
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« Reply #8 on: July 30, 2007, 10:40:02 AM »

Quote from: "Typheron"
Just to warn you were probably about to gut the entire spawning system for Ex.

The thunderhawk/harpy is proving to be a bit of a problem at the moment.


Yep I know. in fact your new system actually makes it a lot simpler to make the drop pod thing work.
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Ripperhugme
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« Reply #9 on: July 31, 2007, 10:46:26 AM »

A shot of the first CP or objective (I'm still not fully sure what to make of them.)



Also some of you may be questioning why the map is still in editor, I haven't added lighting yet because I do it after I've finished the basic geometry and before I do advanced geometry and details.

And theres no point in compiling till all the basic geometry is done.
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Ripperhugme
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« Reply #10 on: August 02, 2007, 09:34:13 AM »



Another new area (yet to be ruined...), this will be focus site #2 where some hectic close range fighting will go on.

I think it's too close to #1 site so I may move it a bit father away.
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Wolf
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« Reply #11 on: August 02, 2007, 02:10:32 PM »

looks promicing Smiley
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Ripperhugme
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« Reply #12 on: August 05, 2007, 11:37:02 AM »

A new area.



and the pillars featured in the above shot.

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Ripperhugme
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« Reply #13 on: August 28, 2007, 12:37:07 PM »

One of the few Interior's in the map.



With this new shot. I'd like to announce I'm going to apply for the team, as I enjoyed my time with last mod team I was part of (Marathon: source) and would like to experience it with a story and universe I can accustom to.
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Typheron
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« Reply #14 on: August 28, 2007, 01:50:40 PM »

In that case then the following requirements must be met, there nto that bad, dont worry.

To be a member of the mod team you must complete at least one full project piece (the number varies depending on dificulty and quality*)and have it accepted by chromeangel and the Dev team (but mostly chrome)

you have to be willing to access IRC and sit in the channel when possable since we do 90% of our talking in there, oviously were not expecting 24-7 coverage but normally at least a few days a week when everyone else is about (thats roughly 5-10pm GMT). This part is negotiatable (and you may be doing it already, i lose track of everyone in IRC).

Finally you have to be willing to continue developing the mod, myself ive aided in animating the warrior, created a prop, deal with PR (assuming chrome is not one step ahead of me, he normally is at the moment), monitor other mods, map to the best of my abilities and Alpha test.

I shoudl make a note about alpha testing here, its not as awesome as you think, sometimes it is, but 90% of the time its trying to break the mod in some way and filing bugs in the Dev wiki. We wont accept anyone we suspect of just wanting to get on the team to alpha test.

*as an example of getting on the team its normally one from this list:
1 fully skinned player model of acceptable quality
3-5 weapon/npc models depending on quality (Darkwulf got in this way)
1 full set of animations for a player model

Again its all down to type and quality, as well as ability to work within the team (mainly can you take Chromeangels comments, this is critical as he has a level of work and quality he tries to maintain, and i still have flash backs to the animation of Tom chats with him).

You best bet is to enter IRC and talk to the team as a whole, allow us to sample your work and use any feedback we give you to improve things.

It sounds like a lot i know but its not actually that bad once you get going with it, and Emperor only knows we need a mapper.

here is chromes post on the matter, it is important you read it
http://www.40ksource.com/phpBB2/viewtopic.php?t=361
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