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Author Topic: Legion (working title. +long load)  (Read 44170 times)
sp0kelset
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« on: August 01, 2007, 09:26:59 PM »

Making a map for Exterminatus.

If theres something that looks odd its becase I havnt fixed it yet,
if you got any ideas on what would look cool, please tell me.

*WORK IN PROGRESS*












I most likley know any visual bug already, so please keep that information out of the topic.

EDIT:

a little overview. Im not sure how I will make the translation between the 2 places entierly but I'll come to me. (hopefully)
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Wolf
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« Reply #1 on: August 01, 2007, 09:36:00 PM »

wow... heh, now my map looks lame ^^, you kept this little piece of work undercover for quite some time then?
but yea anyway, looks awesome
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img]http://img.photobucket.com/albums/v688/benny14/866567587.jpg[/img]  

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sp0kelset
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« Reply #2 on: August 01, 2007, 10:05:21 PM »

kinda some time yeah, Ive posted some picture on irc before. (But that might have been in the night)
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Typheron
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« Reply #3 on: August 02, 2007, 12:24:07 AM »

after reading over all your IRC chat the only thing i can think of is street debris, benches, cars, stuff like that, but im sure thats something you will add.

Now where are those blasted sand bags?
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...

zenarion
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« Reply #4 on: August 05, 2007, 09:52:17 PM »

In the third image, a texture can be clearly seen as it stretches over the side wall of the church/house thing, the one with the imperial eagle on it.
I love the pylons. But aren't they a bit overbright? GET DERRTY!
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The Vastator
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« Reply #5 on: August 06, 2007, 10:46:11 PM »

seems like a great work so far!
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ver vigilant!

Storm-wolf
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« Reply #6 on: August 12, 2007, 02:08:06 PM »

Wow, that map looks really amazing. You did a really good job dude. Yes, your map is very good-looking.
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migb
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« Reply #7 on: August 15, 2007, 12:28:17 AM »

Great work.
I like the light style on the buildings - reminds me of the temple area in Oblivion.
Don't have many ideas for the may yet.
The open areas need some breaking up, as I'm sure you know.
Maybe statues, springs, victory gates etc. would add to the feel of being in a temple area.
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sp0kelset
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« Reply #8 on: August 15, 2007, 06:03:12 PM »



had some problems with the german police force.

But I got steam to start again thus the update, its a way from the big gate to the city.
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sp0kelset
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« Reply #9 on: August 16, 2007, 01:30:08 PM »

I found a fix for the Glowing windows which can be found in pic 6 and 11

Just remove the
//   "$normalmapalphaenvmapmask"   1
//   "$envmap"   "env_cubemap"
//   "$envmaptint" "[0.5 0.5 0.5]"
plx

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sp0kelset
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« Reply #10 on: August 23, 2007, 03:12:15 PM »

Map ready, tell me on irc and I send it to chrome.

Tell me everything you want me to fix/add/redo in here when you playtested it. fanx
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Typheron
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« Reply #11 on: August 23, 2007, 11:52:01 PM »

nice mapage.


Map Holes
there are a few map holes, mainly due to the size of our player classes and the nids ability to jump fairly high.

all classes can access the area behind the land raider and escape the map.

the nids can jump the wall into the wasteland area.

the nids can also jump out one of the windows of the main cathedral type building and escape the map.

Access Problems
Due to the carnifex having a massive wide ass, he cant get out of the main part of the city as the corridors are too small, this may be a current issue with our fex model as he has clipping problems currently.

also the fex cant get into the little covered area, but maybe you dont want him too.

general comments
could do with being slightly bigger as nids move damn fast, perhaps more rooms within the main wall with everyone fighting thorugh a tight series of space hulk like spaces?

Also general clutter in the map, although i think we talked about it in IRC one time. it looks like there shoudl be a lot of dead bodies and broken barricades as the nids have already got inside the city and the marin4s spawning out by there land raider are there to re-take it. Must ask chrome about making dead PDF trooper rag dolls for placement. Also there are some sand bag fortifications on the way that may also be of use.

of note is that nids typically move the same speed as a HL2 player runs,. which can be a issue.

Bug me in IRC if you want to know anything more specific, thanks for the map its cool.
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sp0kelset
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« Reply #12 on: August 30, 2007, 12:32:19 PM »

thanks for tips and comments, Im at the moment makeing more pathways and expanding some so that mister fatass can access more areas
and im adding stuff and detail here and there.

while doing that I found out something kinda annoying:


If you can find where the aim is. that place of that prop model isnt penetratable, not for weapons or anything. which would be annoying since its in the middle of the map where prolly some fighting will be going on.

If you dont know how to add a collisionmodel ask me Smiley
thanks
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Typheron
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« Reply #13 on: August 30, 2007, 01:37:36 PM »

one for the bug list, on a more mappy note chromeangel has made three Tyranic infestation decal/overlay textures whihc will be appearing with the new MDK (as well as probably the fatass carni for size testing of maps).

The Infestion textures will probably help a lot
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ChromeAngel
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« Reply #14 on: August 30, 2007, 07:44:24 PM »

Quote from: "CyberMan"
thanks for tips and comments, Im at the moment makeing more pathways and expanding some so that mister fatass can access more areas
and im adding stuff and detail here and there.

while doing that I found out something kinda annoying:

If you can find where the aim is. that place of that prop model isnt penetratable, not for weapons or anything. which would be annoying since its in the middle of the map where prolly some fighting will be going on.

If you dont know how to add a collisionmodel ask me Smiley
thanks


The problem is that the model is essential concave and collision models have to be convex.  The only workaround I know for this issue is to use a non-solid model entity and clip brushes in the map.  Some of the other door and arch models in the MDK also require this kind of handling.  BTW what happened to your HUD?
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