Page 5 of 12

Re: New HQ

Posted: 01 Oct 2007, 15:33
by Chojun
O_o

Re: New HQ

Posted: 01 Oct 2007, 19:50
by Martyr Ops
I like it :D I can't wait to see more from you :)

Re: New HQ

Posted: 02 Oct 2007, 14:02
by Rman Virgil
---------->

* 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
O_o

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 :P)

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.  :o

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 :)