[WIP]"The vast and furious" RE remake

[WIP]"The vast and furious" RE remake

Postby DroiD » 19 Nov 2011, 15:20

like it or not heres a pic
it has some basic stuff like jumppads
wanna see your opinion
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 19 Nov 2011, 15:49

some questions.
in sauer its teleport teledest but what is it in RE
and when i am in edit the jumppads work fine.
but when im in ffa vs bots they are less powerful
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Re: [WIP]"The vast and furious" RE remake

Postby kr1egsgott » 19 Nov 2011, 17:57

What exactly is the RE-Remake?

However, this map has potential.
I like the "shape", should feature some nice "game-play-flow".
But in my honocent opinion(s) this is far away even from a first alpha-release, isn't it? ;)

This looks like a city to me, so go add windows, antennas, heli-pads and so on.
You have so much textures you could use, why should'n you?
Why is there a hole in the middle? Your decision but not senseful to me, ok im gonna to confess that I'm a "fall-down-victim" and as such don't like great holes in maps ;)

Keep it up!
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Re: [WIP]"The vast and furious" RE remake

Postby fawstoar » 19 Nov 2011, 18:42

DroiD, can you give us a download link?
-Wasabi
Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 19 Nov 2011, 19:22

no not yet..i qont want alphas betas nor prealphas i just want it to be final
but i will post updates :)
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 19 Nov 2011, 19:25

and the RE Remake means Red Eclipse remake.
compare my pic with this:
Image
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 19 Nov 2011, 20:20

BUMP! map progress update map now v 1.1 look at pic.
added some lights,particles and textures
still gotta fix some jumppads and make map less square
Attachments
screenshot.0008.png
playing insta ctf
screenshot.0003.png
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 20 Nov 2011, 11:26

v1.1.1
fixed jumppads so that you gotta do double space in mid-air
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Re: [WIP]"The vast and furious" RE remake

Postby LuckyStrike-Rx » 20 Nov 2011, 12:30

Looks the layout on ghost and Linear. there also were a q3 and ut layout like this. Seems it's a must do, 2 bases with a pusher linking both.
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 20 Nov 2011, 13:27

its true actually...it does look like linear
and BUMP
v1.2 made map look less square.

and how do i do teleports.
in sauer its teleport-teledest
but in RE teleport-???
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 20 Nov 2011, 17:00

ok heres a pic of the half-final version...
i just gotta sort out how the teleports work
vast.png
vast.png (84.85 KiB) Viewed 10900 times
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Re: [WIP]"The vast and furious" RE remake

Postby LuckyStrike-Rx » 20 Nov 2011, 17:04

I suppose you are planning a bit of texture work and visual enhancement once the gameplay is done ?
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 20 Nov 2011, 17:18

DroiD {l Wrote}:how do i do teleports.
in sauer its teleport-teledest
but in RE teleport-???


EDIT: What u mean visual enhancement? What stuff do i add? (one thing i wanna add is rain but theres only snow)
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Re: [WIP]"The vast and furious" RE remake

Postby LuckyStrike-Rx » 20 Nov 2011, 17:21

teleport portal. Link more than one of these to travel between them (see Linking)

http://sourceforge.net/apps/mediawiki/r ... ::entities
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 20 Nov 2011, 17:28

how do i link..ive searched for the Linking page and it didnt come up
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Re: [WIP]"The vast and furious" RE remake

Postby LuckyStrike-Rx » 20 Nov 2011, 20:44

Select both entity, then press L

Linking have alot of possibilities and that wiki don't explain.
You can :
Link the pusher to particle/sound/dynlight...
The pusher will trow particles, play a sound and emit a light when activated.

Link actors to a Flag (affinity)
Actor will be teammate with the team flag

Link mapmodel/particles/sound
Open a door, play a sound, emit particles

link a light to a lightFX for spotlight, flashing light, and few other

For visual enhancement, it was mostly about the texture. On the screenshot it seems that there's very large arena using the same texture. Texture variation can help for gameplay to instinctively navigate through the map and remind it faster (while making it looks more natural). I don't see geometry well on the screenshot, seems quite simple, which is not necessary bad, if the texturing is great. Lighting is hard to tell on the screenshot. Fog color may be something that go better with the skybox (brown atmosphere), or change the skybox color to match the fog.
useful commands :
http://sourceforge.net/apps/mediawiki/r ... ap::skybox

If you want rain, you can copy/paste the particles ents in wet maps. To much particles can be bad for performance however.
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 20 Nov 2011, 21:17

[quote=LuckyStrike-Rx]To much particles can be bad for performance however.[/quote]
But u wanted map enhancement ^^
anyway thank for your help
EDIT: And how u select 2 entities?
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Re: [WIP]"The vast and furious" RE remake

Postby LuckyStrike-Rx » 20 Nov 2011, 22:27

lol, select both with right click :)
But u wanted map enhancement ^^

It's just preventing, because some people spam thousand particles emitter :) I'm sure rain will work good here.
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 21 Nov 2011, 16:14

FINAL UPDATE (unless u recommend make better)
Fixed teleports and added a middle bit
screenshot.0009.png

as u can see i changed some textures to make it less monotone and added rain
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Re: [WIP]"The vast and furious" RE remake

Postby kr1egsgott » 21 Nov 2011, 16:47

But in my honocent opinion(s) this is far away even from a first alpha-release, isn't it? ;)

This looks like a city to me, so go add windows, antennas, heli-pads and so on.
You have so much textures you could use, why should'n you?


I suppose you are planning a bit of texture work and visual enhancement once the gameplay is done ?
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Re: [WIP]"The vast and furious" RE remake

Postby Ulukai » 21 Nov 2011, 17:27

DroiD, the layout seems fun, but it doesn't look like a finished map. Why not add some ligts? Some detailed geometry? More textures?
Compare your map with Linear (default RE map) to see what we mean.
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 21 Nov 2011, 18:26

ehem...there are lights but they are not in the middle of the map
they are on either side near tha flag,near tha teleport and at the edges.
i will go do various pics of the map and show all around
and it isnt a city its a floating vessel and those are just walls
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Re: [WIP]"The vast and furious" RE remake

Postby ZeroKnight » 21 Nov 2011, 18:39

DroiD {l Wrote}:ehem...there are lights but they are not in the middle of the map
they are on either side near tha flag,near tha teleport and at the edges.
i will go do various pics of the map and show all around
and it isnt a city its a floating vessel and those are just walls


The point everyone is trying to make is that your map is bland. It lacks sufficient lighting, and for that matter, I haven't even seen any light sources for places that would end up having light. I'm taking in mind it's an outdoor map during sunlight, but tall buildings like that would usually have some light.

Textures. You need to use some more textures. That's why the map is bland. I see only about 4 or 5 different textures. Give the buildings some windows! Don't keep the tops flat, give them some ledges! More various roof objects, like spires, satellite dishes, helipads, anything. Give your map some pizazz, man. It just looks so boring. The layout looks awesome, and it looks fun to PLAY ON, now make it fun to LOOK AT.

The map is similar to Linear in that it's a random floating construct, but do something I've yet to see in any of the Red Eclipse maps: some sort of floating island of sorts, instead of just flat nothingness. Raise absolutely everything on the map higher, raise the height of the skybox, and start making some jagged, rough, randomly chipped cone shapes at the bottom, to give it the look of that fantasy-style floating island. Now, that's just an idea. You could easily give it some glowing border around the bottom, or big thrusters to make it floating, or something. That's a bit of an experimental idea, and I don't know how far the Red Eclipse editor can go, so feel free to ignore this entire paragraph if this can't be done, lol This was mostly just an idea on my part anyway. Some food for thought.

Back to goals that can be accomplished, spice up your map. Use more textures! Put some streets on the ground, some lamp posts, give the buildings blinking lights, use red and blue colored lights for the bases...make it look like a city setting! Busy, but not too busy, you know? Make those buildings look pretty with windows like I said, or some small ledges under the windows for detail; definitely some sort of ledge/barrier on the roofs to add some realistic architecture to it.

Just let your imagination run wild, man. Make your map look appealing to the eye, and you'll have a great map ;)

[EDIT]
If it's a floating vessel, then you may want to REALLy consider my experimental idea. Give it some big thrusters, or futuristic gravitational manipulating floatation device and that would be REALLY cool for the atmosphere! (and not have an ugly, flat bottom). But again, if that's out of reach of the editor, I wouldn't know.
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 21 Nov 2011, 19:27

ok...
i added some lights and i will post all pics of map.
its intended to be a dark map because its a broken down vessel...i will add more textures
screenshot.0010.png
Attachments
screenshot.0014.png
screenshot.0012.png
screenshot.0011.png
teleporter
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Re: [WIP]"The vast and furious" RE remake

Postby DroiD » 21 Nov 2011, 21:28

how do i use brushes?
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