Author Topic: SA_Urban_Jungle  (Read 15467 times)

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Offline mirarant

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Re: SA_Urban_Jungle
« Reply #45 on: March 03, 2010, 02:07:07 PM »
Certainly a very impressing looking map. What are your plans for the scale of the buildings? Perhaps seeing it on youtube is somewhat deceiving but the buildings looked very small compared to the BA.

Offline ~SJ~ Blhurr

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Re: SA_Urban_Jungle
« Reply #46 on: March 03, 2010, 02:38:34 PM »
Certainly a very impressing looking map. What are your plans for the scale of the buildings? Perhaps seeing it on youtube is somewhat deceiving but the buildings looked very small compared to the BA.

Really?  They look rather massive to me.  You want some buildings to be able to JJsnipe over and others that totally obstruct the view.

Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #47 on: March 03, 2010, 05:20:12 PM »
Buildings are 1.5 times the size they were in that video.  I have been running around comparing doorway size to the power armor in third person, and I think it's pretty good where it's at right now. 

Here is a peek at a large "feature" building.  It's quite a bit bigger than most, but it is to the same scale as the others.  It's also one of the first buildings to get it's materials applied,.  It's a little dark in this image, because I was working on the exterior lights.  If you look really closely, you'll see an atlas in the foreground, center of the shot, you can also see that this buildings is a BA playground... and yes, with several well aimed jumps, you can get a BA on the roof. ;)


Offline mirarant

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Re: SA_Urban_Jungle
« Reply #48 on: March 03, 2010, 11:40:03 PM »
Looking good there, are you aiming for a undamaged city or are you including burning/blasted buildings too? I'd guess the undamaged ones are easier to produce.

Offline UN1T

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Re: SA_Urban_Jungle
« Reply #49 on: March 04, 2010, 01:14:24 AM »
dam , thats looking goood Salv ....keep at it mate...im bloody impressed ..as always.
2 IS Commanders having a chat.

IS Commander 1 : What Clan Mech weigh's 200 ton , with the top speed of a snail and has 70 tons of weapons & armor ...?
IS Commander 2 : No idea .....but i propose we nuke the SOB from space & move on to the next planet.

Offline Snowball

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Re: SA_Urban_Jungle
« Reply #50 on: March 04, 2010, 01:17:41 AM »
Man, that atlas is teeny tiny.  Which means that the building is RAAARRGHHH KING KONG HUGE.

These will definitely be the tallest objects on any map, can't wait to see Sullas and Shiva's trying to dogfight among city spires (if the map supports Aeros).  Reminds me of the old Xbox game Crimson Skies.
Played MWLL for Guillermo del Toro.

Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #51 on: March 04, 2010, 02:36:51 AM »
That is by far the tallest building on the map, and is set dead-center.  Textures are all placeholder, (those poorly tiled broken windows aren't staying).  I think air assets would be really fun on a city map.  Aeros may not be a great fit, due to the relatively small map size, but VTOLs would be a lot of fun.   The buildings on a Mech city map should act as terrain, and I'm trying to treat these as such.   I have placeholder materials on about 20 blocks worth of buildings now, and they are really looking sweet.  it's amazing what you can do with nothing but the material editor.  I am consistently impressed with the depth of the tool-set freely available to us in the sandbox editor.  Every time I wish I could tweak something, or scale it, or make it glow, or give it texture... all easy with the material editor.

Most of the last week has been spent learning new software, but now that I have those down, content is really starting to flow on to the map.  As always, I am surprised by the pace, and ahead of all my time-frame goals on the map.  I'll try to grab another ten seconds of video run through and get it posted soon.  I want you guys to see how great the buildings look with textures and lights.

Offline Fa1lomenon

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Re: SA_Urban_Jungle
« Reply #52 on: March 05, 2010, 05:49:38 AM »
Jea!!1!

Are any of the building going to have "burned-out" interiors, so that a powered-down mech can stage an ambush from inside of it? How hard is it to do?

Thanks for your hard work, +1 BIP to you.

Offline Storm490

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Re: SA_Urban_Jungle
« Reply #53 on: March 06, 2010, 02:52:54 AM »
I think that instead of making it a small city map, it should be expanded to a large city map.  Heres what I mean.  Take Philadelphia for example.  Sure center city has large skyscrappers and buildings, but head to the outskirts and you encoutner some old industrial areas, an airport, a seaport, sprots complexes, residential areas.  So instead of jsut having skyscrappers and classic citys, have one area be an old industrial area, similair to the design of some areas on the swamp map.  Then you could have  an airport and use some of the things from the swamp area as well, cutting down on creation time.  Then have a suburban area and a Port area, making it look like a real city.  The beauty of is that you can reuse some thign that are already created.  This also provides alot of different fighting areas changing up the style of the fight depending on where it takes place. 

Offline Stormin'

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Re: SA_Urban_Jungle
« Reply #54 on: March 06, 2010, 04:26:09 AM »
I'm so happy to see this kind of involvement.  Lack of maps (in particular urban areas) was going to be a big meh for MWLL in LC.  With stuff like this I can look forward to a great future.  ;)  A big thank you from me, Sal.


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Offline Skyywolf

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Re: SA_Urban_Jungle
« Reply #55 on: March 06, 2010, 06:23:43 AM »
God, just that short youtube video looked amazing, but I want to see it now!

No more pancakes for Salv until he makes another youtube video, who agrees with me?

Offline UN1T

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Re: SA_Urban_Jungle
« Reply #56 on: March 06, 2010, 06:42:03 AM »
Now ill admit ive been naughty and playing another game ...but ...
whislt im playing it ...i cant help but think ....  Frostbite engine  +  MWLL  = building flatterning goodness
for those who know this engine , you know what i mean.
2 IS Commanders having a chat.

IS Commander 1 : What Clan Mech weigh's 200 ton , with the top speed of a snail and has 70 tons of weapons & armor ...?
IS Commander 2 : No idea .....but i propose we nuke the SOB from space & move on to the next planet.

Offline Skyywolf

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Re: SA_Urban_Jungle
« Reply #57 on: March 06, 2010, 08:29:24 AM »
I haven't seen BC2's new-and-improved Frostbite engine, but in BC1 it was terrible imo. Yay, I shoot a wall and a perfect 8x8 ft piece turns into dust, so realistic!

I always thought CryEngine was much better.

Offline Fa1lomenon

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Re: SA_Urban_Jungle
« Reply #58 on: March 06, 2010, 11:57:16 AM »
Just finished a session of BC2, and the new Frostbite is not bad at all. Being a cross-platform release I expected the game to suck more (and it does not have lean and prone etc), but the engine itself looks robust. Performance is better than Crysis, while graphics are more or less on par.

I'm pretty sure it would be easier to implement destructible buildings in MWLL based on Crysis engine than port the whole thing to Frostbite lol.

Offline (TLL)Siilk

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Re: SA_Urban_Jungle
« Reply #59 on: March 06, 2010, 03:50:06 PM »
 I was thinking, what if there could be some buildings with detailed(at least roughly) interiors, so that BA could play hide and seek in them? I know, that's a lot of work, but I think it would be nice to have a pair of BA to ambush a warhammer by attacking from 3rd floor windows. :)



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