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.: Aftermath :. New Pics

Posted: Tue Apr 19, 2005 3:39 pm
by an emu
I'm working on yet another city map that i call aftermath. This is my first map (not counting the box with a tunnel i made to get the feel for how this all worked) so i need some help with a few little things.

1. if you make a ladder can it be a plane with unattached edges
2. I cant get water to turn out right.
3. which team index is red/blue for flag placement and spawn points
4. maybe if u guys think this map isnt horrible i could use some beta testing.

The map is supposed to take place in a city that has just been hit by the covenant so the textures and buildings are supposed to look that way i.e. bullet holes and broken buildings. The buildings are meant to look like they were hit by a bomb or something, so they will have big holes torn through them (they are not there as of now). Right now the other side of the destroyed bridge is not accessable for gameplay reasons. The map is medium sized i think about 10,000 x 10,000 with about 10,000 x 5,000 accessable. but, the map has tons of places to hide and many routes to the flag (not sure if it should be cut down but i think its good). Most roofs are accessable and there is always a way to suprise attack someone with a rocket launcher or grenade or snipe people from the top of a building. Modelling is of couse not finished and texturing is coming along. Any help with scenery or anything would be great
P.S. this is a completely gmax made map and its as good as anything i ever made with 3ds minus animations

Pictures:

the destroyed bridge - taken from unplayable side of map of playable side
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top of one base
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from the small rooftop in the last picture
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---------------------------------
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there's an enemy around every corner
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from a bridge leading into the flagroom of one teams base
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those huge windows wont be there in the final
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these screenshots really only show half of the map. there are no screenshots of the bases or the courtyard i will get some later once it is textured
Comments and suggestions please

Posted: Tue Apr 19, 2005 3:45 pm
by [CL]9mm-Man
Looks cool, some things you need to UVW map like the ledge in the last picture.

Posted: Wed Apr 20, 2005 7:01 pm
by X3RO SHIF7
not bad so far

Posted: Wed Apr 20, 2005 8:28 pm
by an emu
the buildings are more just cubes in this build. expect more design in the final. i might make a custom weapon or two but the main thing right now is the texturing and bsp

Posted: Thu Apr 21, 2005 8:20 am
by Pie
If you plan on AI, please make a version without it, I hate AI...

Posted: Thu Apr 21, 2005 8:37 am
by maca_ยง
Is that Rocket Launcher model ripped?

Posted: Thu Apr 21, 2005 11:31 am
by X3RO SHIF7
nice, i thought i reply'd tot his topic already :?

Posted: Thu Apr 21, 2005 2:42 pm
by an emu
no maca_

Posted: Sat Apr 23, 2005 4:41 pm
by an emu
http://files.halomods.com/viewtopic.php?t=30961

lol someone found my map. at least they said they take no credit. that rules for them. can somebody with a files forum account tell them to come here for pictures. i never got the email for my activation of my files account

Posted: Sat Apr 23, 2005 5:24 pm
by x13igDudex12
posted there

Posted: Mon Apr 25, 2005 2:01 am
by AbeFroman
[quote="maca_

Posted: Mon Apr 25, 2005 9:44 pm
by jimjoebob
Someone should make a turkey hunting map

Posted: Mon Apr 25, 2005 9:59 pm
by [users]Leg0
jimjoebob wrote:Someone should make a turkey hunting map
?! animated destructive scenery maybe lol.

i like the layout of this map. just needs textures but that doesn't need to pointed out of course.
:D

Posted: Tue Apr 26, 2005 3:53 pm
by an emu
lol. btw i actually do have a question on destructable scenery. i want to make the barrels in my map explode when you shoot them, kinda like the little fuel things in h2 zanzi and new mombasa. i thought i had it, i went to the collision model, made its health like 8 well here is a shot of what i did

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HELP please what else is there to do? the effect for explosion is the rocket launcher explosion

Posted: Wed Apr 27, 2005 7:20 am
by Infern0
I think you should change the treshold of some of those options. And btw, fixe those white buildings; Create shaders for every bitmap ;p
But i like the total design of this map. Good job. :D

Posted: Wed Apr 27, 2005 2:50 pm
by an emu
duh i know they shouldnt be white. i just havent made a bitmap for them yet. of course they will be textured

Posted: Thu Apr 28, 2005 4:14 pm
by an emu
update: oh ya i got the barrels to explode like they should now and im working on a truck for scenery. the bsp is about 80% skinned and the street layout is going to be changed a bit. instead of having a direct street to the flag that a vehicle can easily take, they will be forced around a few buildings. there will be a small, elevated street that is hard to navigate with a vehicle. you access this street by breaking glass into a shop window, then up and out the back stairs. this street will have access to sniping positions and good cover from enemy fire. i am debating whether or not to have teleporters in this level. what do u think? teleporters or not?
pics to come...

EDIT: new pictures: (ignore uvw mapping, gmax perspective view doesnt render them correctly from non perpendicular angles. in the game it will look normal)

A truck for scenery:
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Posted: Fri Apr 29, 2005 4:59 pm
by Master_gamer456
swap the hog with the truck and make a blown up bu or something

Posted: Fri Apr 29, 2005 9:28 pm
by an emu
vehicles need animations and gmax doesnt have a jma exporter

Posted: Fri Apr 29, 2005 10:43 pm
by Tack122
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in that... it makes me think of the half life 2 hammer editor... O_o