Author Topic: SA_Urban_Jungle  (Read 15471 times)

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Offline (TLL)Sky_walker

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Re: SA_Urban_Jungle
« Reply #75 on: March 26, 2010, 01:45:55 PM »
One thing: If your buildings gonna have glass - make it look like a glass - it should reflect the world around them to some degree - so that I could see a walking mech by just looking at the building on the other side of the street. :) this will make people relay on their eyes more than they do in regular battles :)
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Offline (TLL)CapperDeluxe

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Re: SA_Urban_Jungle
« Reply #76 on: March 26, 2010, 02:30:04 PM »
dunno if this has been suggested already, but having a couple or few small forested parks in the city map would help to provide some variation, much like I recall some of the city maps in mechwarrior 4 having.  Or maybe even just one good sized park right in the middle.
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Offline ~SJ~ Blhurr

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Re: SA_Urban_Jungle
« Reply #77 on: March 26, 2010, 02:41:53 PM »
Cities are generally built on flat ground but they don't have to be, especially in the future where engineers have devised all kinds of means of building on oddly angled surfaces.  Well maybe not only future engineers....





Anyone want to scale this up to mech sizes?
« Last Edit: March 26, 2010, 02:53:06 PM by Blhurr »

Offline Skyywolf

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Re: SA_Urban_Jungle
« Reply #78 on: March 26, 2010, 09:57:50 PM »
a bunch of stuff

Mesa Verde, Colorado. I went there last year, that place is amazing :)

Offline Pentence

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Re: SA_Urban_Jungle
« Reply #79 on: March 27, 2010, 11:33:04 AM »
One thing: If your buildings gonna have glass - make it look like a glass - it should reflect the world around them to some degree - so that I could see a walking mech by just looking at the building on the other side of the street. :) this will make people relay on their eyes more than they do in regular battles :)

*in best save the children weeping voice*

PLEASE think of the FRAMERATE    :D

The map im working on has a small city in it and wow with true reflective surfaces framerate can def drop. Fortunitly cryengine lets ya determine what level of specs certain features in a level will be enabled,i have to double check if reflection is one, not countign water reflection.
"the visionaries work goes unoted unto death"~

Offline Rolke

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Re: SA_Urban_Jungle
« Reply #80 on: March 27, 2010, 03:56:29 PM »
One thing: If your buildings gonna have glass - make it look like a glass - it should reflect the world around them to some degree - so that I could see a walking mech by just looking at the building on the other side of the street. :) this will make people relay on their eyes more than they do in regular battles :)

*in best save the children weeping voice*

PLEASE think of the FRAMERATE    :D


As one of the devs I can confirm you will not be having that feature due to exactly what pentance just said

Offline (TLL)Sky_walker

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Re: SA_Urban_Jungle
« Reply #81 on: March 28, 2010, 02:21:59 PM »
 ::) I made some map with several reflecting solids and it worked fine  ::)

Anyway - enable the reflection so objects within 100 meters around, or whatever will be suitable and you are good :) Or just mark the map *requires twice as good PC as other maps*  8)
And yea - you can set up the level of details in reflections. On Crymod there was a nice post about mirrors somewhere, with images of reflective surfaces giving various details - like the blurred reflection for example of low-level one (that'd be fair good enough - even better than limiting reflections range to some very low value - still obviously it's best to combine both).

Also note that not all buildings needs to be a wall of glass ;) Just a few with some strategical meaning, where I could actually use the reflection.
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Offline Skyywolf

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Re: SA_Urban_Jungle
« Reply #82 on: April 04, 2010, 11:01:40 PM »
Quote

As one of the devs I can confirm you will not be having that feature due to exactly what pentance just said

The way you worded that reminded me of the soup nazi from Seinfeld.

Offline Danger

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Re: SA_Urban_Jungle
« Reply #83 on: April 08, 2010, 04:14:23 PM »
Wow I cant wait for this map! Looking great!

One suggestion would be to include a rolling hills plain next to  the city or a beach front with dunes (kinda make it a city right on the coast or something), it would make it so people can run away from the city and escape in their favorite mech for awhile if they want ;). Either way this looks great and I cant wait to play in it!

Offline Flyingdebris

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Re: SA_Urban_Jungle
« Reply #84 on: April 08, 2010, 05:11:01 PM »
Just make sure that whatever you do, that it feels more natural than simply a grid with buildings spaced along it.

Highways, avenues that cross in diagonals, overpasses, tunnels, plazas, man made lakes.  Its not all just skyscrapers and office buildings :P
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Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #85 on: April 08, 2010, 08:26:42 PM »
There is pretty much limitless variety to real-world city layout... but for the most part, dense urban areas are generally laid out on a rigid grid.  There is of course some deviation, but as a general rule, city centers are flat, with streets running parallel and perpendicular to each other.  Long straight roads may not be "gamey", but they are realistic.  That said... all good ideas. :)

Offline 7.[WD]Ragor

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Re: SA_Urban_Jungle
« Reply #86 on: April 08, 2010, 08:32:13 PM »
There is pretty much limitless variety to real-world city layout... but for the most part, dense urban areas are generally laid out on a rigid grid.  There is of course some deviation, but as a general rule, city centers are flat, with streets running parallel and perpendicular to each other.  Long straight roads may not be "gamey", but they are realistic.  That said... all good ideas. :)

Your forgot to insert always a 'U.S.' in front of the cities. Europoean cities don't look like chess from above, because they've grown over hundreds of years and were not 'planned'. And it always depends on the landscape where the city is build.

Just one example of a european city (cologne/germany/~1 million ). Just start google earth and check out other major cities, none is built up geometrical.
http://img293.imageshack.us/img293/7930/cityexample.jpg
(BTW: The straight streets you see on the map are no real straights at all, all are long curves, because they build a ring, you max view distance is ~300m.)
« Last Edit: April 08, 2010, 08:41:05 PM by Ragor »

Offline Salvatoris

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Re: SA_Urban_Jungle
« Reply #87 on: April 08, 2010, 08:53:09 PM »
I was going to point you at google Earth to back up my point, but since you suggested the same... I guess there is ample evidence of both types of city layout. ;)  Looking at London, Paris, Naples, Tokyo... you'll see smaller chunks of grid, turned at angles to each other to fit the terrain, or older main roads.  Of course not all cities are build wholesale on rigid grid like New York City, but you'll still find most intersections within the city to be at right angles.  Reidental areas tend to feature more curved roads, where just about any area occupied by sky-scrapers or dense urban areas are more static parallel lines.

Offline 7.[WD]Ragor

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Re: SA_Urban_Jungle
« Reply #88 on: April 08, 2010, 10:22:03 PM »
Yes, you're right, the 'new' areas are most often built like chess. But old city centers (with new skyskrapers build in the last years) stay 'analog'. But I depends quite sure of the country and the landscape. I always think more of the medieval founded cities -> my opinion is really subjectiv.  ;)

Offline ~SJ~ Blhurr

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Re: SA_Urban_Jungle
« Reply #89 on: April 09, 2010, 07:59:55 PM »
Take a top down view of Phoenix, Arizona and you'll see a city that's almost perfectly layed out on a grid.  As mapping became more of a science than an art, city planning became very grid like.  Now it's trending back to art again.