Author Topic: SA_Urban_Jungle  (Read 16695 times)

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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #120 on: July 28, 2010, 03:47:07 AM »
Lifer is my son.  He actually started this project and got me interested in working with the editor in the first place.  I have taken over the sandbox end of the job while he works on assets in 3ds max and photoshop... preparing the models and textures for use in cryengine2.  We stopped work on this so I could focus on other projects when I joined the MWLL team, and he recently decided to pick it back up.  Our goal was to get a running version of the map together before DDM's 10th anniversary convention in August.  :)

Because I coach a pee-wee football team, my time is pretty limited for the next few months.  Lifer will have to pick up the slack for me so we can move toward a testable beta release of the map. 


Offline Stormin'

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Re: SA_Urban_Jungle
« Reply #121 on: July 28, 2010, 05:06:05 AM »
Can't wait to see it realized Sal.  This is a beautiful map.  On a personal note, Lance Command REALLY needed this, so I'm happy to see someone working on it again.  Now all I need is an industrial complex and a residential map, and structure hexes are covered.  In the mean time this will have to do the job of the three basic structure types. =)


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Offline KingLeerUK

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Re: SA_Urban_Jungle
« Reply #122 on: July 28, 2010, 05:16:38 PM »
read provenience as provenance ... due to the mostly original asset creation constraint self imposed by the MWLL Dev team.

This has less to do with any self-imposed MWLL created assets rule (although that is still a guiding principal since our aim is to be a TOTAL Conversion), and more to do with the licensing terms of the vendor from which these building assets were purchased.  Salvatoris, Seraph and I have had an extensive conversation around this, and it really comes down to the legal baggage that those assets carry; it's easier to simply say "community map" than jump through the necessary hoops to try and include them officially.
« Last Edit: July 28, 2010, 06:00:25 PM by KingLeerUK »
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Offline -SM-SUCKER

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Re: SA_Urban_Jungle
« Reply #123 on: July 28, 2010, 05:25:52 PM »
From the screenshots I have seen this looks like an incredible fun map. I really hope it finds its way into MW:LL, no matter how.

Offline KingLeerUK

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Re: SA_Urban_Jungle
« Reply #124 on: July 28, 2010, 06:07:34 PM »
Reinstating Salvatoris' minimap and description:
 


Inner Sphere has a Mech-Hangar in the NE corner of the map, with an airfield in the hills above.  Clan troops spawn at two dropships near the coast at the SE and SW reaches of the city.  Most of the unpaved area is impassable terrain, with the exception of the beaches and the bright green grass areas.  The map is designed to allow traffic around the city in the NW area of the map, but mission boundaries are TBD based on battle-flow testing.

The full square blocks are about 400X400m, and they contain 4 to 10 buildings of varying size.  The dark brown blocks are what we have left to texture before we are ready for our first test release of the map.

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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #125 on: July 28, 2010, 06:54:22 PM »
read provenience as provenance ... due to the mostly original asset creation constraint self imposed by the MWLL Dev team.

This has less to do with any self-imposed MWLL created assets rule (although that is still a guiding principal since our aim is to be a TOTAL Conversion), and more to do with the licensing terms of the vendor from which these building assets were purchased.  Salvatoris, Seraph and I have had an extensive conversation around this, and it really comes down to the legal baggage that those assets carry; it's easier to simply say "community map" than jump through the necessary hoops to try and include them officially.

If anything, the issues with the use of these buildings only reinforce the decision not to use third party assets on official maps.  I didn't really understand the policy myself 6 months ago, but after some of the hassle involved with the use of the models I purchased, the approach the MWLL team is using appears to be the only sensible way to go.

Offline =KoS= Eldragon

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Re: SA_Urban_Jungle
« Reply #126 on: July 28, 2010, 07:35:16 PM »
Holy crap am I excited for this map now!

Also, in Crysis Wars, I understand you can download custom maps automatically. So the difference between "official" and "unofficial" becomes moot, correct?

Offline Aidan

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Re: SA_Urban_Jungle
« Reply #127 on: July 28, 2010, 09:01:55 PM »
Well I would not say Moot ! One would be Pro and the other amateur. Right MWLL Dev team !!!  ;)


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Offline [MPB]OM_Sannyasi

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Re: SA_Urban_Jungle
« Reply #128 on: July 28, 2010, 09:10:03 PM »
i've seen the assets, there are plenty you can jump on if he uses them


I R MAGIC SAN

Offline -SM-SUCKER

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Re: SA_Urban_Jungle
« Reply #129 on: July 29, 2010, 12:24:16 AM »
I am in awe. This map looks huge! I mean HUGE!!
And the detail in the overview is already high :)

It is always good to see some progress.
Is there any estimate date when a playable version can be released to the public?

Offline Dragonlord

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Re: SA_Urban_Jungle
« Reply #130 on: August 03, 2010, 01:47:45 PM »
You do what you have to do Sal.
Hope you get this map done in time, but dont rush it or put off anything else just to get this done.
You did a great job with Palisades, and I'm sure you can do just as good with this one.
Also must be nice to have your son help out.
I think is great of him to pitch in here we all appreciate the work you do, both of you.
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Offline ~SJ~ Blhurr

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Re: SA_Urban_Jungle
« Reply #131 on: August 05, 2010, 03:48:00 AM »
God damn I missed your map threads around here Sal.  That top down is jaw dropping and the gravitational collision with my seat bottom has left me jawless.  Need a new mandible if someone can recommend a surgeon?
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Offline lifer

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Re: SA_Urban_Jungle
« Reply #132 on: August 07, 2010, 07:43:07 PM »
I am in awe. This map looks huge! I mean HUGE!!
And the detail in the overview is already high :)

It is always good to see some progress.
Is there any estimate date when a playable version can be released to the public?

we just started in house testing and we will have a beta version ready in a week if nothing pops up.

Offline Aidan

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Re: SA_Urban_Jungle
« Reply #133 on: August 07, 2010, 07:44:17 PM »
I am in awe. This map looks huge! I mean HUGE!!
And the detail in the overview is already high :)

It is always good to see some progress.
Is there any estimate date when a playable version can be released to the public?

we just started in house testing and we will have a beta version ready in a week if nothing pops up.

Sweeeet !!! Count me in !!!  :D


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Offline (TLL)Siilk

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Re: SA_Urban_Jungle
« Reply #134 on: August 07, 2010, 09:41:49 PM »
Reinstating Salvatoris' minimap and description:
 
....



THIS




IS




AWESOME!!!!



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