[T:V] Post pics of the maps you are working on...

Pages : 1 2 3 4 5 6 [7] 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37

ruready
09-29-2004, 11:41 AM
^^ sexy

Tahnit
09-29-2004, 11:57 AM
From what I've read/heard... a majority of the people like the idea of the map as if it were hundreds of years earlier... as do i.

I agree. It fits with the storyline and you can really do some cool stuff.

Tahnit
09-29-2004, 12:02 PM
Also guys take advantage of terrain macro layers. Thats why the terrain looks fantastic in the beta. They have diffrent layers of terrain that the engine renders. So it looks more realistic then just the same texture over and over.

Sanchez
09-29-2004, 12:20 PM
sweet Santa, did you use ConvTED to get the terrain right?

Santa
09-29-2004, 12:32 PM
sweet Santa, did you use ConvTED to get the terrain right?

KPs script. yes.

pyrot3chnic
09-29-2004, 12:36 PM
Nice santa.

Sanchez
09-29-2004, 12:36 PM
awesome. maybe custom maps will work in the demo? :o

pyrot3chnic
09-29-2004, 12:37 PM
Nah, menzo said they wouldn't.

Santa
09-29-2004, 12:38 PM
Thanks. Not sure what to do about deployables... I might make a room under the base from the back...or on top of the back inv.

pyrot3chnic
09-29-2004, 12:40 PM
Maybe make a little bunker and put it to the right of the back inventories. I think that would work out for both sides.

FishStix
09-29-2004, 12:44 PM
Work in progress...



http://www.tvtweaks.com/images/workinprogress.JPG
THAT

IS

FVCKING

SICK!

gj man. make sure to ge the terrain right :p
thats the most important part

Njal Storm
09-29-2004, 01:27 PM
what about the inside? t1/t2 invo's were smaller than the invos now?

pyrot3chnic
09-29-2004, 01:29 PM
Seems like the t1/t2 terrain was a lot smoother than that. That's one thing I hate about the unreal engine.. everything looks so jagged.

Santa
09-29-2004, 01:37 PM
I thought about the invos inside, but it takes so long to "close" you'd never get them deployed.

I have to smooth the terrain. KPs script gives exact values.

Dangerdoggie
09-29-2004, 01:48 PM
That's cool and everything Santa but the way TV handles deployables the base will be too small to put any of the equipment in there, no wall turrets and no plasma turret means that even if you did put the deployables inside it would be a total death trap.

Reusing the height maps = cool, reusing the exact same base design for T:V = not so cool.

Njal Storm
09-29-2004, 01:49 PM
I thought about the invos inside, but it takes so long to "close" you'd never get them deployed.



so no invos on the inside?

Santa
09-29-2004, 02:17 PM
so no invos on the inside?

I mean deployable invos. Of course there will be invos :)

Hell Phoenix
09-29-2004, 03:32 PM
the base doesnt need to be necessarily exactly the same. yes i know you are attempted to recreate the map as well as possible, but you can place the manable turrets where the plasmas usually are and the coves where the invys usually are, widen them out a little bit and place your deployable ivys there lining the sides.

Apotheosis
09-29-2004, 03:55 PM
This is gona be primarily a Arena map. Its a cross between Safe Warm Place and Arena Under the Hill. Its no where near being done yet, but the all the basic architecture is done. None of the lighting or texturing is done at all.

http://upload.serverseed.com/pictars4/BooTutswh.jpgI love you boot. :)

MonkeyHero
09-30-2004, 12:05 AM
When people remake maps I hope they're planning on putting a lot of extra detail in. Nothing that would change the gameplay a ton, but just adding bells and whistles to the bases. Just adding pipes and stuff in places where it won't affect movement, but will look cool.

Maybe make the DX base a static mesh so you can have some chunks blown out of it (hard to do with just BSP). That thing gets hit with so many mortars its bound to get busted up some.