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Re: New HQ
Posted: 01 Oct 2007, 15:33
by Chojun
Re: New HQ
Posted: 01 Oct 2007, 19:50
by Martyr Ops
I like it
I can't wait to see more from you
Re: New HQ
Posted: 02 Oct 2007, 14:02
by Rman Virgil
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* Way better than the crumpled ashen corruggated boxes of the original.
* This conveys mass, substance, and where civil life once thrived there be just this ghostly, but imposing, remnant. The scorched texture itself conveying the consequence of a fireball at some remove - that is, buildings not toppled by close proximity to ground zero would have this look such that the imagination can readily embrace & be stirred by a post acpocalyptic holocaust .
* It will be interesting to see what effect you achieve for their destructable collapse.
* The Urban Feature set has been much under-utilized by WZ map makers because of the uninspired look of the original buildings, IMHO.
* But their are genuine tac & strat posibilites that a map-maker can imbed in an Urban Map that are really not feasible in either the Arizona or Rocky Mountain sets & the reason for that is the "destructible" nature of these relatively "massive" city buildings. The trees & shacks (etc.) of the other 2 tertile sets don't even come close to those posibilites.
* Now if only we could mix 'n match features between sets (currently it generates unseemly "busted seam" effects.
- RV
Re: New HQ
Posted: 05 Oct 2007, 14:47
by Chojun
Heh that looks almost exactly like the building from the Cam2 Outro FMV. Great job, Grim!
Re: New HQ
Posted: 05 Oct 2007, 15:46
by Rman Virgil
GrimMoroe wrote:
I hope to spark peoples interest in urban map design again since this is my fav set.
* I think that sparking will happen.
* As much as I liked the Urban Cam Missions, I never wanted to use it's feature set. (Though I did grab tertiles from it to combine within my altered Ariz set.)
* Laws 245's "Inca" would be memorably atmospheric if redone with features of this quality.
* I'll have to pull out my old pencil drawings from 2000 for a map called "Bueno Aires Revolt" (BAR).....
* Just now in thinking about "BAR" again questions arise in my mind about pathing / zones / gateing / routing issues vis-a-vis useing a fair amount destructable buildings (like "before" & "after") ? & ditto with Player ID assignments in WE - how will it play out in-game as far as fog-of-war & a.i. "attractors" ?
* Hmmm... I'll have to construct some experiments around answering those questions useing the old feature-set.
- RV
Re: New HQ
Posted: 05 Oct 2007, 19:13
by Martyr Ops
Very nice! =D when will you be releasing these for use in game (cause I want to use them incase you didn't notice
)
Re: New HQ
Posted: 06 Oct 2007, 03:29
by Serman
GrimMoroe wrote:
Martyr: Best answer I can give you is when they are done.
an ingame shot for those interested:
Jesus...
... Comparing the buildings next to it, to your model just makes me wanna cry.
they're so disgusting...
Re: New HQ
Posted: 06 Oct 2007, 14:59
by Kacen
Nice, very nice.
Contrasts greatly, though, the entire landscape needs to be changed along with it to fit in of course.
Re: New HQ
Posted: 06 Oct 2007, 15:20
by Rman Virgil
* I foresee.....
* Spectacular pyrotechnic battles - these will be a much sought after GPM experience.
* Urban map-making will undergo a resurgence not unlike a rennissance.
Kacen wrote:
.............
Contrasts greatly, though, the entire landscape needs to be changed along with it to fit in of course.
* When you say "landscape" do you mean the "tertiles", addtional "Urban Features" or both ? And if so, what type changes do you imagine ?
* The one thing I wondered about was how many slots are there in the Urban Feature set for different building types & additional features... ?
* I think map-makers are gonna be inspired to create dense "City Maps" which will make possible an "Urban Warfare" heretofore not really a part of the WZ play experience.
* Which, for me at least, raises the possibilities of addressing the crippled PC "Follow" feature such that it becomes more the "Drive" of the WZ PSX 1 (not to mention the innovative RTSs from the same era as WZ: "BZ 1 & 2" and "Machines".)
* Can't help but imagine "Driveing" a Commnader Hover Tank through Grim's Urban Landscape with chit blowing-up left, right, fore & aft - definitley brings back mems of the very last mission-sequence in "Halo 1", peeling rubber for dear life in the Warthog.
- RV