Author Topic: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.  (Read 4113 times)

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Offline Deathbane

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #15 on: May 17, 2010, 07:44:27 PM »
Oh yes, its my hope to have everything supported, as long as they play right. IM pretty sure everything will play ok, but the map will need work. Tanks dont like the bumps very much haha, but im working on making it more tank friendly. Also, i hope to get aerospace involved as well, depending on how playtests go. Vtols are definetly in though.


'No longer must these barbarian hordes suffer through the dark, violent night of their own folly. We are returning; we are the sun of righteousness that will illuminate those who dream of peace.'

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Offline Deathbane

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #16 on: May 27, 2010, 05:39:34 PM »
Shameless bump: Added a new pic to the first post.

If anyones interested, ill be wanting the odd few people to test the gameflow soon before i start adding much more to the map, as i cant reliably find all the problematic geometry problems on my own.


'No longer must these barbarian hordes suffer through the dark, violent night of their own folly. We are returning; we are the sun of righteousness that will illuminate those who dream of peace.'

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

[21:16] <Leeko> oh god do I have to put leeches on my dick while a bard sings songs about it to turn it into gold?

Offline SquareSphere }12thVR{

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #17 on: May 27, 2010, 07:28:24 PM »
Very nice, i'm still chomping at the bit to take a VTOL for a spin on that map.
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Offline HAARP

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #18 on: May 27, 2010, 07:37:40 PM »
Looks incredible. But don't use too many trees. You know what happens everytime Clearcut runs on a server ::)

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #19 on: May 27, 2010, 07:45:21 PM »
Clearcut is an exception cause if it's destructible trees.  If he's using normal ones it shouldn't be too bad.
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Offline Timberwolf

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #20 on: May 27, 2010, 09:02:33 PM »
if the tree's not destructable it's perfekt.... all in all the Map looks beatiful... nice
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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #21 on: May 28, 2010, 02:46:06 AM »
I'd be down to test this, and it's looking like it's coming together nicely.
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Offline (TLL)TheLastSnowman

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #22 on: May 28, 2010, 07:32:19 AM »
The map looks awesome! I totally agree with SquareSphere. I'd love to have some fun piloting a vtol on it :)

Offline (TLL)Siilk

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #23 on: May 28, 2010, 07:42:57 AM »
*looked at a screenshot in the first post*

 So much steep mountains... Would be a VTOL heaven. ;)



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Offline Deathbane

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #24 on: June 07, 2010, 02:02:20 AM »


Mauler dicking about in the trees.

Just another test of what vegetation might be like.

Making map playable so testers can tell me whats up with the terrain layout.


'No longer must these barbarian hordes suffer through the dark, violent night of their own folly. We are returning; we are the sun of righteousness that will illuminate those who dream of peace.'

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

[21:16] <Leeko> oh god do I have to put leeches on my dick while a bard sings songs about it to turn it into gold?

Offline Reiel

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #25 on: June 07, 2010, 02:12:08 AM »
Looks good.

Offline (TLL)Sky_walker

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #26 on: June 07, 2010, 08:28:20 AM »
Actually, on this screenshot: It looks VERY good. Better than some of the other custom maps made!

Only 2 questions:
1) Are the trees destroyable? Cause if not than this map gonna be hell
2) Why are the trees so huge? It's Kashyyyk? :P

I just hope the rest of map keeps this level of detail and we might have one of best looking MWLL custom maps ever. :)
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Offline Deathbane

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #27 on: June 07, 2010, 10:53:07 AM »
Actually, on this screenshot: It looks VERY good. Better than some of the other custom maps made!

Only 2 questions:
1) Are the trees destroyable? Cause if not than this map gonna be hell
2) Why are the trees so huge? It's Kashyyyk? :P

I just hope the rest of map keeps this level of detail and we might have one of best looking MWLL custom maps ever. :)

Thanks!

The trees arnt destroyable any more or any less than the normal trees in crysis - ive ran the map testing and its not caused any problems for me - they are definetly NOT like the trees in clearcut.

Im also leaving plenty of room so its possible to get about, not only through but around areas of dense forest, so hopefully the map will be great for games of cat and mouse.

They're meant to be that big :P. Being a massive jungle/deathworld, i wanted some immensity to the vegetation itself, so although it looks familiar, it has somewhat alien proportions. Also, it looks cooler when an atlas comes storming out ;D

I hope to keep the same level of detail on all the map, although i might run out of ideas if im not careful :P

I have alot more work to do yet  ;D


'No longer must these barbarian hordes suffer through the dark, violent night of their own folly. We are returning; we are the sun of righteousness that will illuminate those who dream of peace.'

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

[21:16] <Leeko> oh god do I have to put leeches on my dick while a bard sings songs about it to turn it into gold?

Offline SquareSphere }12thVR{

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #28 on: June 07, 2010, 04:35:09 PM »
this map is gonna be great, supply lines i can already see will be a big deal.  The navigation of terrain will be slow and creeping like most jungle fights with flashes of lighting quick ambushes :D   With all those trees the fighting will end up close and brutal.  With occasional open space for the water ways have open cross fire all over it.

I really hope the Terrain control mode will be out soon, this map would awesome for it!
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Offline Stormin'

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Re: SA_Taranis - Deathworld/Rainforest map, input/help appreciated.
« Reply #29 on: June 08, 2010, 12:27:42 AM »
The dev team caught a lot of flak for overscaling objects and textures early on.  The same "alien world" argument was brought up in defense.  Alien only works if the object is actually alien, not a scaled object that most of us already have an established sense of proportionality about.  End result, 10' blades of grass and cockpit sized leaves just looked corny, and it made a mech feel like the nano-suit, and a BA felt like an ant at a picnic.  You should scale everything from the BA perspective or it loses realism.  Early screenshots of Marshes got slammed for the features this map offers.

That said, I'd love some real tree warfare.  Especially if we can implement some ewoks.  :)


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