"War School"-A Map/Mod W.I.P.-locked sticky

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
User avatar
XboxJosh
Trained
Trained
Posts: 259
Joined: 18 May 2009, 02:16
Location: Texas, USA

Re: "War School" - A Map / Mod W.I.P.

Post by XboxJosh »

whippersnapper wrote: And last, but not least, thanks for the good suggestion, Josh. :3
Happy to help. I've been reading this thread since it was only one page.
You may be hearing more from me, this mod/map is very exciting, and I'd love to contribute.

Later, XboxJosh.

Alias: Cipher[SSC]

System Specs:
OPERATING SYSTEM: Windows 7 Professional
CPU TYPE: AMD Athlon II X2 250
CPU SPEED: 3000 MHz
SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
GRAPHICS CARD MODEL: NVidia GTS 250
User avatar
new paradigm leader
Trained
Trained
Posts: 232
Joined: 23 Aug 2008, 11:21
Location: Who really knows? I don't.

Re: "War School" - A Map / Mod W.I.P.

Post by new paradigm leader »

well here is the benchmark for winter 09/spring 10 modding i'd say now. also i love the walker i'm so gonna have me a war of the worlds moment methinks hehehe
Return to your designated zone or be destroyed. You are in contravention of the new paradigm.
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

I'm not even a close second to the pace and quality of your artistry.

However.... because of your alien art I have been sent down a road I hadn't anticipated traveling - making an "Alien Presence" an integral part of this project. And a very good thing that is. :)

One of my core sensibilities is this -

In the beginning was the word and the word was story...

I come to grips with change through story and I have been compelled to write the origins story of the "Alien Presence". After a few more re-write drafts, as is my wont with literate creations, I'll publish it here.

In the meanwhile I am also compelled to integrate all your other new art simply because it is positively inspiring.

whippersnapper wrote: And last, but not least, thanks for the good suggestion, Josh. :3
XboxJosh wrote:Happy to help. I've been reading this thread since it was only one page.
You may be hearing more from me, this mod/map is very exciting, and I'd love to contribute.

Later, XboxJosh.
Cool. I welcome contributions such as yours. I started this project with a set of "notions" that have been greatly expanded by the input of others offered graciously as well as the sheer, undeniable, artistry of others I have been actively inspired by and have gladly acknowledged throughout this topic thread.

This expansion of "WS" has also necessitated I proceed with great care because there is always more than one way to implement stuff in WZ and if I don't document all the change details I will honestly have a dilly of a time figuring out myself just how I did stuff even but a couple weeks past !! This documentation I will also publish because without it others will never figure out just how all was accomplished and it could be a useful adjunct to other extant Modding-Mapping resources in the WRP's Wiki and Lav's still very useful WZ Docs Project.
new paradigm leader wrote:well here is the benchmark for winter 09/spring 10 modding i'd say now. also i love the walker i'm so gonna have me a war of the worlds moment methinks hehehe
I agree 100%. :D

We have had the equivalent of several Haley's Comets streak across the WZ firmament in brilliant pyrotechnic glory these last few months with the art created by XANAX, i-NoD, Astorian, Olyrox, Mysteryem, Elio and Black Project. This celestial convergence of artistry is so rare and special - I don't think enough realize or appreciate how fortunate the game and its fans are to have this happen. Fortunately the results will surely endure and influence, for years to come, fresh incarnations of the game.

Regards, whip xD

.
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

.

Still have 2 more of XANAX's "AC" structures to integrate in this build of the Central Citadel and also the two aircraft types built from XANAX's new bodies. All the these AC structs already have 4 weapon types operational. Trees and Oil tower are just references for me and will be removed. This AC controls the center of gravity from the get go and for the majority of the oil resources up for grabs you have to deal with it. Not just the plentiful resources on the AC itself but almost all the resources at sea level in 360 degrees. Beyond your start base platform perimeter (which is above sea level) there are additional resources from 3 different vectors but with 2 of those vectors you have to contend with fortified Scav Outposts to get to the oil and control it. Your 3rd vector is at sea level and just beyond the AC's defenses but will be the focus of roving Scav forces solely purposed to search and destroy any forward basing at sea level

Image
User avatar
XboxJosh
Trained
Trained
Posts: 259
Joined: 18 May 2009, 02:16
Location: Texas, USA

Re: "War School" - A Map / Mod W.I.P.

Post by XboxJosh »

Wow, looks freakin' awesome! :3

Alias: Cipher[SSC]

System Specs:
OPERATING SYSTEM: Windows 7 Professional
CPU TYPE: AMD Athlon II X2 250
CPU SPEED: 3000 MHz
SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
GRAPHICS CARD MODEL: NVidia GTS 250
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

XboxJosh wrote:Wow, looks freakin' awesome! :3
I'm excited and feel very fortunate and privileged to able to use the quality art created by XANAX, i-NoD, BP and Mysteryem... I'm only maybe 50% done with the Central Alien Citadel in that screen cap. This phase is mostly conservative. I'm experimenting with some off-the-wall stuff like having some of the remaining alien structs geometry "grappling" the cliff-face like arachnids. Looks pretty wild but rough at the moment. I still have to refine the technique which is a PITA because I'm having to use "proxy" structs in 32EW...quickly compile to see what it looks like in-game, back to tweaking in 32EW.... over and over. It may be worth all the effort in the end. When this second phase gets to looking decent I'll post some caps so you can see what i mean.

regards, whip :ninja:

.
User avatar
XboxJosh
Trained
Trained
Posts: 259
Joined: 18 May 2009, 02:16
Location: Texas, USA

Re: "War School" - A Map / Mod W.I.P.

Post by XboxJosh »

whippersnapper wrote:I'm experimenting with some off-the-wall stuff like having some of the remaining alien structs geometry "grappling" the cliff-face like arachnids.
Sounds cool.

What will you use for walls, or will you use none at all?

Alias: Cipher[SSC]

System Specs:
OPERATING SYSTEM: Windows 7 Professional
CPU TYPE: AMD Athlon II X2 250
CPU SPEED: 3000 MHz
SYSTEM MEMORY: 4 GB (2 x 2GB, DDR2)
GRAPHICS CARD MODEL: NVidia GTS 250
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

XboxJosh wrote:
What will you use for walls, or will you use none at all?
None. I'm trying to make one of the remaining Alien Structs generate what you could call "energy shields". The second remaining Alien Struct will be something of a "decoy" in the sense that it's not weaponized, nor will it generate an "energy shield" but rather it will "absorb" punishment and regenerate while the other structs and the 2 Alien aircraft are doing their thing. Though all the structs will have a distinct appearance and you will have a visual bead on them all from the get-go because of your "Intel Package"..... their performance will only be visible when engaged in battle and if you have the cool to assess and identify under those conditions then your will get an edge you can use in your offensive tactics. But most, I think, will be too pre-occupied with the "hurt" to gather that intel in the heat of battle. But, i could be wrong.

regards, whip :ninja:
.
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

.

A close-up of XANAX's new Alien Structures art:

I just loves these. :) I put the Borg in for scale and to get the "strolling through the walk-ways" perspective camera shot.

I'm gonna probably get rid of the Pumpkin base-plate GFX too - doesn't fit with the whole "Alien" theme.

Still need to get the new Blokes, Borgs and Mechs art into the "WS" mix. Scav chopper too.... and, later when they're ready, the new Scav Structs.

Image

Regards, whip :ninja:
.
User avatar
XANAX
Trained
Trained
Posts: 189
Joined: 09 Jul 2009, 22:05

Re: "War School" - A Map / Mod W.I.P.

Post by XANAX »

whippersnapper wrote:.

A close-up of XANAX's new Alien Structures art:

I just loves these. :) I put the Borg in for scale and to get the "strolling through the walk-ways" perspective camera shot.

I'm gonna probably get rid of the Pumpkin base-plate GFX too - doesn't fit with the whole "Alien" theme.

Still need to get the new Blokes, Borgs and Mechs art into the "WS" mix. Scav chopper too.... and, later when they're ready, the new Scav Structs.
Regards, whip :ninja:
.
thanks it really means a lot :D

btw I'm working on weapon ideas for the mechs, I've been studding other games and arts for inspiration
Image

found this .. I like the cannons :twisted:
User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK

Re: "War School" - A Map / Mod W.I.P.

Post by Mysteryem »

XANAX wrote:
thanks it really means a lot :D

btw I'm working on weapon ideas for the mechs, I've been studding other games and arts for inspiration

found this .. I like the cannons :twisted:
Thanks :D

And whipper, I'm fixing up my new-features mod. I was wondering if any of it would of any use to you.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
i-NoD
Code contributor
Code contributor
Posts: 318
Joined: 30 Nov 2008, 00:42
Location: In the middle of nowhere

Re: "War School" - A Map / Mod W.I.P.

Post by i-NoD »

XANAX wrote:found this .. I like the cannons :twisted:
quite impressive i must say :suprised:
User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK

Re: "War School" - A Map / Mod W.I.P.

Post by Mysteryem »

i-NoD wrote: quite impressive i must say :suprised:
All made in pie slicer too. :cool:
He just asked if he could have the .blend files :|
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
User avatar
whippersnapper
Regular
Regular
Posts: 1183
Joined: 21 Feb 2007, 15:46

Re: "War School" - A Map / Mod W.I.P.

Post by whippersnapper »

XANAX wrote:
btw I'm working on weapon ideas for the mechs, I've been studding other games and arts for inspiration

found this .. I like the cannons :twisted:
Very cool. The Mechs have huge potential with weaponry and how the game is played. And what if we give 'em flight capability ? ;) Frankly, I do believe once Mechs are fully developed and in-game... very few will wanna play WZ without 'em. The most vocal naysayers about any major change to WZ are really but a tiny minority of the total fan base. I'm sure in my bones that the vaster, silent majority, will take to these pups like ducklings to water. Now hows that for a mixed metaphor. O_o

Mysteryem's Fortress is fabulous. The Pumpkin fortress structs are not even a close second, imho. And those barrels are original and wicked. :D The textures are "painterly" to my eye and I like that.
Mysteryem wrote: And whipper, I'm fixing up my new-features mod. I was wondering if any of it would of any use to you.
If they will work with the Rocky Mountain tertile set I'm using, I sure would like to get them in. Thanks, that would be super. :D So much un-tapped potential with map feature art..... you can even expand game play with map features, make it deeper with tactical opportunities. And that's in addition to enhancing the aesthetic atmospherics and immersion experience, a huge plus no doubt but mostly gets all the focus of attention to the exclusion of those additional tactical dimensions to game play. You can see an inkling of this notion on Urban Maps even with the rudimentary feature art.

Regards, whip :ninja:
.
User avatar
XANAX
Trained
Trained
Posts: 189
Joined: 09 Jul 2009, 22:05

Re: "War School" - A Map / Mod W.I.P.

Post by XANAX »

whippersnapper wrote: Very cool. The Mechs have huge potential with weaponry and how the game is played. And what if we give 'em flight capability ? ;) Frankly, I do believe once Mechs are fully developed and in-game... very few will wanna play WZ without 'em. The most vocal naysayers about any major change to WZ are really but a tiny minority of the total fan base. I'm sure in my bones that the vaster, silent majority, will take to these pups like ducklings to water. Now hows that for a mixed metaphor. O_o

that sir called jump jets
I own Mechwarrior 4 Mercenaries & Vengeance
I'll use it as reference

Mysteryem's Fortress is fabulous. The Pumpkin fortress structs are not even a close second, imho. And those barrels are original and wicked. :D The textures are "painterly" to my eye and I like that.
it is a marvel of it's own design :D
"The super fortress" ;)