View Full Version : [WIP] working-title: Civil
Mass
June 25th, 2009, 01:02 AM
So I started making this map a while back with the original intent of having a new map for zombies games to be played on, but I think the product is really a lot more than that.
Anyway, you're all really just here to look at pictures, so I'll go right in and let my description explain the renders:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil19.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil20.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil21.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil14.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil13.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil12.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil9.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil5.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil7.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil8.jpg
It's a small urban map featuring a lake front on one side (no beach) and buildings quickly sinking into the mud of a swamp no longer suppressed by humans. There is a subway beneath the main street connecting the two staircases and the swamp, and the elevated tracks are highly available. This is the way I always wanted Turf to be; the buildings have interiors and multiple rooms, and I tried to make vertical space more accessible.
Please know that by now I have caught basically all of the UV errors in these renders, but I am far too lazy to cook up a new batch because I edited several faces, and also know that I will be adding rebar to the collapsed road.
I made this thread because I saw how much the community has helped with Revelations and I want to open this project up:
-I'm looking just for some vehicle scenery (basic halo 2 stuff, maybe the stuff that's in like Endurance, for instance.)
-I need the bitmaps used for the overhanging foliage in c10 (Guilty Spark) for the top plane of vines and the hanging vines, I can't find them in my CE folder.
-I want to put a lot more rubble and sinking artifacts of life into the swamp, more concrete and light-posts and such, if anyone has scenery like this, it'd be useful.
-I want to polish this very well, and I'd like ideas for a sky I could use.
DEElekgolo
June 25th, 2009, 01:03 AM
Looks nice.
ThePlague
June 25th, 2009, 01:10 AM
I'd say get some sort of half and half sky. One half has a city and the other is a swampy forest.
It's a nice looking map, hopefully it'll get finished.
FluffyDucky™
June 25th, 2009, 01:12 AM
Wow, I really like it! As for the sky, why not looking at left 4 dead? As you said you originally started making it for zombies, you might find some ideas there that you can work with. :)
StankBacon
June 25th, 2009, 01:28 AM
So I started making this map a while back with the original intent of having a new map for zombies games to be played on, but I think the product is really a lot more than that.
Anyway, you're all really just here to look at pictures, so I'll go right in and let my description explain the renders:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil4.jpg
lose the pelican, there is no way it would crash land in that small of a space and not break or destroy anything in the surrounding area.
Rentafence
June 25th, 2009, 01:50 AM
lose the pelican, there is no way it would crash land in that small of a space and not break or destroy anything in the surrounding area.
Maybe it landed there and sunk into the ground after being abandoned, sir. :realsmug:
n00b1n8R
June 25th, 2009, 02:21 AM
lose the pelican, there is no way it would crash land in that small of a space and not break or destroy anything in the surrounding area.
lol, u dumb?
Map looks sweet, though I'm not sure what's meant to be coming out of the collapsing road. Is it water/sludge seeping out through cracks or what? It looks really odd as it is >__>
Delta4907
June 25th, 2009, 08:01 AM
At first, the mud looked like radioactive waste. Goes with the zombies idea you originally had. Oh well, looks awesome nonetheless.
Hunter
June 25th, 2009, 09:03 AM
Iza see Rob's pelican. Looks nice.
FluffyDucky™
June 25th, 2009, 09:06 AM
Radioactive waste would look a lot more green imo. I'd love to test the map when at the stage. :)
Higuy
June 25th, 2009, 09:30 AM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil4.jpg
I like the entire map and theme. Though, I do not like this structure behind the pelican. It looks round yes, but it seems if the entire perspective is off, or is that just me? Other wise, nice stuff :)
Malloy
June 25th, 2009, 09:31 AM
I like it all apart from the width of the train 'tracks' and how round the top of the train's tunnel is, looks outta place.
Arteen
June 25th, 2009, 09:38 AM
Very good! It's nice to see some human architecture.
MetKiller Joe
June 25th, 2009, 10:01 AM
It looks really nice. I hope you have plans to get this in game using Aether. It would look awesome.
sevlag
June 25th, 2009, 10:20 AM
i like this, not alot of swampy maps out there, mostly some sort of forerunner/ big ass city scape
i like it, but with the pelican if you wanted to make it look crashed, edit the bsp around it, make it look like it clipped the tops of buildings before coming to a stop...
anyways great job and i'd like to be able to test this when the time comes
Mass
June 25th, 2009, 10:35 AM
I'm just going to use the crashed pelican scenery piece from Halo, I jammed Rob's in there for the moment because I had the model and it was easier to just merge it in...
The perspective on the sunken building? It curves and tapers, and it's sunk at an angle, it's not going to look right...
I want to put a lot of foliage in the swamp, and put vines all over that structure.
As far as the skybox I'd like a view of a city across the lake and you won't be able to see past the swamp in the other direction if I set it up how I'd like anyway.
Hunter
June 25th, 2009, 12:18 PM
Make the pelican have parts missing. Like a wing on a rooftop of something Lol.
paladin
June 25th, 2009, 01:33 PM
Looks good.
Inferno
June 25th, 2009, 01:52 PM
There are barely any good human maps. Nice to see a cool one coming.
Llama Juice
June 25th, 2009, 02:36 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil4.jpg
That chunk of concrete... where did it come from? lol was that road supposed to be like a T intersection right there? if so, where did the road connect to before it broke?
It looks like someone dropped a chunk of concrete from the sky and happened to land there.
FluffyDucky™
June 25th, 2009, 05:43 PM
Maybe its a ramp? Like on the H2 campaign (I think its H2, the one where you kill the big scarab)
PopeAK49
June 25th, 2009, 06:30 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil4.jpg
That chunk of concrete... where did it come from? lol was that road supposed to be like a T intersection right there? if so, where did the road connect to before it broke?
It looks like someone dropped a chunk of concrete from the sky and happened to land there.
It was god. He told me he was rebuilding his house and had to place the old destroyed concrete blocks somewhere else.
But ya i do find it weird that the T intersection destroyed road is quite odd, because there's a building in the roads way. The map looks nice though mass.
Rentafence
June 25th, 2009, 06:33 PM
How about it was a tiny overhang with a rail for people to look out over some nasty swamp toward a building 20 feet away?
PopeAK49
June 25th, 2009, 07:15 PM
That's reasonable.
Sel
June 25th, 2009, 07:21 PM
You plan on getting this ingame yourself?
I bet you can't :downs:
killer9856
June 25th, 2009, 07:41 PM
Oh this is a nice map :)
Sever
June 25th, 2009, 07:45 PM
I still feel that the map feels to disjointed, like every piece of Human architecture that you'd made was just thrown together into one map. Make it all work together. Also, the train tunnel needs fixing - it's currently too structurally... off.
Still, every other piece looks great on its own.
Pyong Kawaguchi
June 25th, 2009, 08:35 PM
This reminds me of terminal.
I hope there is a working train there >:U
Disaster
June 25th, 2009, 08:45 PM
You plan on getting this ingame yourself?
I bet you can't :downs:
Well I'm sure he could learn.
:downs:
Sever
June 25th, 2009, 09:32 PM
This reminds me of terminal.No, Terminal is the holy grail of Halo maps. If Mass took some pointers from terminal, he could easily improve his map, but could never reach the awesomeness that is Terminal. Mass, talk to me on aim for some pointers.
FluffyDucky™
June 26th, 2009, 02:27 AM
How about it was a tiny overhang with a rail for people to look out over some nasty swamp toward a building 20 feet away?
LMAO, yeah that works. :)
Rob Oplawar
June 26th, 2009, 11:31 AM
Anyway, you're all really just here to look at pictures, so I'll go right in and let my description explain the renders:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil2.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil4.jpg
oic wut u did thar. Stop stealing my assets for bce >:U
Looks decent. Glad to see you're still doing cool stuff.
il Duce Primo
June 26th, 2009, 02:08 PM
Glad to see you're still doing cool stuff.
He makes up for the lack of cool stuff being produced by you. :D
Rentafence
June 26th, 2009, 02:26 PM
LMAO, yeah that works. :)
Idgi. That was funny? :confused2:
Mass
June 27th, 2009, 09:56 PM
Ok, so, I've talked with a few people, (particularly sever) and in response to my own feeling that the map was architecturally incoherent I decided to replace those two random-ass irrational buildings on the swamp side of the street with a warehouse.
now, of course, pics: (ALL THE VEHICLES ARE ONLY FOR SCALE)
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil12.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil13.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil14.jpg
It's going to be filled with cargo and shit, but of course.
Unfortunately, as much as I would fucking love to make those partitions slide back and forth on that rail, it's just not practical. (As low-weight vehicles locked in the rail they'd flip out if explosions went off near them, I'm pretty positive.)
so yeah...critz and repz wanted.
PopeAK49
June 27th, 2009, 10:20 PM
It looks nice. But either my eyes are tricking me but on the last pic the ladder looks kind of funny. But maybe for some of the flat roofs on some of buildings you should make 2d fences. What i mean by this is making a plane to surround the roof, and apply a fence texture with an alpha. But model wise, it looks really good.
FluffyDucky™
June 27th, 2009, 10:36 PM
Idgi. That was funny? :confused2:
Yesh :)
Looks good tho! I also noticed the ladder, heh.
Mass
June 27th, 2009, 10:44 PM
I think it looks odd to you because it doesn't quite come down to the ground and sort of looks like it's flush with the wall but it's actually like a foot or so off of it.
I dunno about putting railings/fences in, they just get in the way 90% of the time.
Inferno
June 27th, 2009, 11:00 PM
Why does the pelican look so massive?
Mass
June 27th, 2009, 11:10 PM
dunno, ask rob, or your own eyes.
Anyway, that brings me to the other thing I was pondering, should a light vehicle be included in the map, which, maybe two?
BobtheGreatII
June 27th, 2009, 11:53 PM
dunno, ask rob, or your own eyes.
Anyway, that brings me to the other thing I was pondering, should a light vehicle be included in the map, which, maybe two?
Mongoose :downs:
Heathen
June 27th, 2009, 11:54 PM
looks nice
PopeAK49
June 28th, 2009, 12:02 AM
I think 1 warthog or ghost should do fine, but mongoose sounds good too.
Rentafence
June 28th, 2009, 12:09 AM
Go with one ghost. A single warthog would be useless, especially in slayer.
Mass
June 28th, 2009, 12:43 AM
mongoose would be useless and annoying, honestly.
A ghost would be... I dunno, seems like the threat of being run over and the non-threat of plasma cannons would just keep everyone inside or upstairs where they would just pistol the ghost and nade spam it. A warthog has bigger long-range teeth than the ghost but is also easier to kill, plus it's harder to run people over with it, and makes teamwork more necessary.
That's just a speculation though, I want moar opinionz.
BobtheGreatII
June 28th, 2009, 12:44 AM
mongoose would be useless and annoying, honestly.
Someone missed the sarcasm. :downs:
Mass
June 28th, 2009, 12:49 AM
Someone missed the sarcasm. :downs:
someone missed the other, non-sarcastic post that mentioned a mongoose. :downs:
BobtheGreatII
June 28th, 2009, 12:51 AM
someone missed the other, non-sarcastic post that mentioned a mongoose. :downs:
Oh. :downs:
Sever
June 28th, 2009, 08:48 AM
Mass is improving his map. :downs:
FluffyDucky™
June 28th, 2009, 10:12 AM
mongoose would be useless and annoying, honestly.
A ghost would be... I dunno, seems like the threat of being run over and the non-threat of plasma cannons would just keep everyone inside or upstairs where they would just pistol the ghost and nade spam it. A warthog has bigger long-range teeth than the ghost but is also easier to kill, plus it's harder to run people over with it, and makes teamwork more necessary.
That's just a speculation though, I want moar opinionz.
Why not include them in the map and depending on who plays and the GT they want they can decide for themselves what vehicles to play with? Just like BG with banshees and ghosts.. I'd prefer a ghost in the map imo. Mongoose could be pretty good also, would make it a lot more interesting.
Should test these things when there is a beta. :)
Sel
June 28th, 2009, 01:55 PM
MASS WE HAVE TO FINISH THE OTHER MAP FIRST :( :( :( :(
Inferno
June 28th, 2009, 03:19 PM
Put the pelican and warthog side by side. I swear its gigantic looking.
Rob Oplawar
June 28th, 2009, 08:31 PM
I assure you the pelican is to proper scale. Pelicans are really big, and stuff tends to look smaller from first person perspective.
e: Actually, it does look rather large in those renders, compared to the warthog.
I used english units in the model (10 units = 1 foot), and its conceivable that when Mass imported the model it reconverted the units to whatever Mass has set up in that file.
Mass
July 12th, 2009, 04:26 PM
bumpin'
New Renders, will also add to first page
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil19.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil20.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/civil21.jpg
Added super highway overhead and parking garage for scenery. I feel it gives a good feeling of neglect to this swampy, polluted, and broken outskirt of New Mombasa. I'm hoping to help this along with a visible mega-bridge going over the bay to the brightly lit city at night in the skybox.
Will still be adding lots of nice swampy foliage to the perimeter of the sinking swamp pit.
Hunter
July 12th, 2009, 07:50 PM
Looks awesome. You have human structures mastered as well :)
Higuy
July 13th, 2009, 10:51 AM
Looks nice, maybe make part of the bridge that goes over the swamp a bit destroyed? Like, the foundation/support structure is sinking into the swamp too, so I would suppose that part of the bridge would be pulled down with it, right?
Sel
July 13th, 2009, 05:56 PM
Put a train on those tracks, and use it as part of the play area.
klange
July 13th, 2009, 06:03 PM
Put a train on those tracks, and use it as part of the play area.
^ This is a good idea, would provide another area of cover and such.
Ki11a_FTW
July 13th, 2009, 06:12 PM
make it so you can drive it around, then have a gunner seat that shoots nukes
Siliconmaster
July 14th, 2009, 12:58 PM
Those renders are really good looking. I agree that you have human architecture mastered.
bobsam
July 18th, 2009, 10:23 PM
Nice work! This is the one of the best human maps I have evar seen!
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