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Re: RESOURCE: Mapping

PostPosted: 07 Oct 2013, 00:49
by quintux_v
Just updated SVN and was quite happy to see that there's an Echo2K map now, and I love the changes to it :)

But there's just one thing... I keep seeing these things and thinking they'll push me up and over the walls they sit next to.

20131006172223.png
I want this to be a jumppad.

Re: RESOURCE: Mapping

PostPosted: 07 Oct 2013, 08:57
by Ulukai
quintux_v {l Wrote}:Just updated SVN and was quite happy to see that there's an Echo2K map now, and I love the changes to it :)

But there's just one thing... I keep seeing these things and thinking they'll push me up and over the walls they sit next to.

20131006172223.png

Glad you like the changes. What you're wishing for is not going to happen though. Echo is already a pretty small map and having pushers that throw you over the wall would make things too easy. An effort is needed to get over the walls or on top of the buildings, think CTF.

Re: RESOURCE: Mapping

PostPosted: 07 Oct 2013, 16:07
by Sniper-Goth
I guess things can't get more anormal than this, right?

Re: RESOURCE: Mapping

PostPosted: 07 Oct 2013, 16:23
by Ulukai
Sniper-Goth {l Wrote}:I guess things can't get more anormal than this, right?

Nice new grenade model eh? ;-)
You're probably using the SVN version and did an update today? Some models have been tweaked and quite some source files have been modified. Try recompiling on Linux or use Arand's build script to generate a new Windows binary to fix irregularities.

Re: RESOURCE: Mapping

PostPosted: 07 Oct 2013, 17:41
by Sniper-Goth
Nah, im not using SVN at the moment.
I love modelling random stuff. I'll probally end up making Vanities for RE.

Re: RESOURCE: Mapping

PostPosted: 07 Oct 2013, 18:47
by Ulukai
Sniper-Goth {l Wrote}:Nah, im not using SVN at the moment.
I love modelling random stuff. I'll probally end up making Vanities for RE.

Oh sorry, I thought you were having a problem and were looking for help ;)
More vanity items would be cool!

Re: RESOURCE: Mapping

PostPosted: 08 Oct 2013, 06:24
by quintux_v
Ulukai {l Wrote}:Echo is already a pretty small map and having pushers that throw you over the wall would make things too easy. An effort is needed to get over the walls or on top of the buildings, think CTF.


Alright. I wasn't actually going for easy, it's just the way that they are placed and the effects on them make me expect them to be pushers. Also, after playing some more, I think this one's finally knocked bath off the top of my personal favorites.

Ulukai {l Wrote}:More vanity items would be cool!


Agreed. Especially ones that have a symmetrical base, like the shoulder pads (this way, I can be really asymmetrical with them).


On a different note, speaking of SVN, anybody else having a problem with y + scroll wheel texture scrolling, where the image shows the glowmap instead of the diffuse texture?

Re: RESOURCE: Mapping

PostPosted: 08 Oct 2013, 10:37
by Ulukai
Have you noticed that in Echo2k it is now possible to use the rooftops above the red and blue bases better because the ventilators are removed? There are also slightly smaller overhangs above the yellow doors and sewer so that you can parkour all the way around. ;) I hope this will at least provide some additional gameplay and/or strategies besides just looking more modern.

Can't test the y + scroll right now, maybe later.

Re: RESOURCE: Mapping

PostPosted: 19 Oct 2013, 16:28
by unixfreak
Preview of a map i've started back in february. Gone through too many changes, abandoned it many times but finally found a way to get the middle-area to flow well (originally, it was flat, then a pit, then another weird pit, then reverted to flat, now it has elevation but isn't a pit or a hill :lol: )

Here's how it's looking right now;
20131019160513.jpg


Still needs a bit of work, blendmap, some team vpallette (inside), and entities. hopefully it will be finished soon :)

Re: RESOURCE: Mapping

PostPosted: 19 Oct 2013, 18:27
by Ulukai
That's looking pretty nice unixfreak! Some texturing details and maybe a little more texture variation on the roofs would be nice but I like the setting so far.
RE allows you pretty good to get on top of everything so I don't doubt this will play good in RE. :)

Re: RESOURCE: Mapping

PostPosted: 20 Oct 2013, 22:05
by Julius
Has a nice Mars or Dune feel to it! Nice work on the terrain and the fitting skybox too.

Re: RESOURCE: Mapping

PostPosted: 15 Nov 2013, 17:37
by unixfreak
I remember a few releases ago you could press H while generating heightmap/terrain and it would smooth it out, but currently it just exits the heightmap mode. Was the bind changed? Anyoen know the command that does this?

Re: RESOURCE: Mapping

PostPosted: 15 Nov 2013, 21:50
by Calinou
unixfreak {l Wrote}:I remember a few releases ago you could press H while generating heightmap/terrain and it would smooth it out, but currently it just exits the heightmap mode. Was the bind changed? Anyoen know the command that does this?


Use the Smooth brushes.

Re: RESOURCE: Mapping

PostPosted: 17 Nov 2013, 18:11
by unixfreak
Calinou {l Wrote}:Use the Smooth brushes.


:o thanks. I always thought blendmap was the only thing to use brushes. Awesome.

Re: RESOURCE: Mapping

PostPosted: 26 Nov 2013, 03:59
by greaserpirate
Teaser for my new map. It's almost done!


youtu.be/6Kc_Kfe-5_U

Re: RESOURCE: Mapping

PostPosted: 26 Nov 2013, 11:21
by Ulukai
greaserpirate {l Wrote}:Teaser for my new map. It's almost done!

Very nice, looking forward to it man!

Re: RESOURCE: Mapping

PostPosted: 27 Nov 2013, 00:22
by quintux_v
Beautiful. Reminds me a lot of Mirror's Edge. I'm really liking the way you used both the marble and those reflective surfaces.

Re: RESOURCE: Mapping

PostPosted: 02 Dec 2013, 13:51
by TristamK
Some random screenshots for maps that iam working on. Some of them is finished, some of them still work in progress.

Re: RESOURCE: Mapping

PostPosted: 02 Dec 2013, 14:02
by Ulukai
You truly are a man with unlimited ideas, kudos!

Re: RESOURCE: Mapping

PostPosted: 24 Dec 2013, 11:39
by TristamK
Ulukai {l Wrote}:You truly are a man with unlimited ideas, kudos!

Thanks :)


Just some screens from new map.

Re: RESOURCE: Mapping

PostPosted: 26 Dec 2013, 00:29
by Sniper-Goth
Decided to mess around with the rocket's projectile.
Made this little rocket today, tested with IF, but will configure it for RE also. Looks cool in-game :v

Re: RESOURCE: Mapping

PostPosted: 27 Dec 2013, 10:50
by Unnamed
It looks too long to fit into the small rocketlauncher and the texture looks a bit boring. I would add some glow.
But it looks better than the current projectile anyway, wich just looks like a ball.

Re: RESOURCE: Mapping

PostPosted: 27 Dec 2013, 14:02
by restcoser
I don't think it fits RE at all :/
Looks like a rocket would look nowadays... Futuristically: I'd imagine the rocket to not just have a different shape, but also buttons and metal and aerodynamic thingies and...
YK, this one looks a bit too much like a toy, nothing I'd really fear.
That said, it might be an improvement over the current one.

Re: RESOURCE: Mapping

PostPosted: 27 Dec 2013, 14:04
by Evropi
I agree with restcoser. It looks like something out of a 60's film and is strongly reminiscent of V-2 rockets. It's just too retro for this game.

Re: RESOURCE: Mapping

PostPosted: 27 Dec 2013, 16:38
by Unnamed
As I'm making a plasma model atm I thought about a shape for the rocket:
rocket_proj.jpg