Some of you may or may not know, i am not sure. I decided to make a map for the ME, and quite possibly make a few afterwards. It started off based on Resident Evil, but as i can no longer do the animations for new monsters (3DSMax 2012 does not support actorx, which is required to get animations into the game, and i won't be getting an older version).
However, i figure the doom 3 monsters look good, there is quite a few of them, and i could probably edit those monsters properties within my map, they will do just as well. I won't lie, if i finish this map, and i say that because it is a very large project for myself to complete, it will be a quite large file size, and many of the players with bad PC's might very well lag.
I do not know how hard i will make the map, i won't be doing any major monster events / spawners (accept what is related to complete the layout of the map itself, so i do not forget idea's) until the level is nearly complete.
I'm posting this mostly to provide progress screenshots, to get in touch with Ant, and to make this public to boost my motivation for completing it. Luckily for me, i have been bud's with "Eliot" for 8 years now (create of the LCA, That password screen on maps, the records system on trials, and many other non-game related works.
Speaking of which, Ant, i had him update LCA for an idea i have for my map, but it obviously needs your approval before i proceed any further with it, and would require some work from you. I will private message you with details, do not disclose those details to anyone please.
One moe thing, i don't know the server rules as i am only here for the reasons stated above, so if there is a "no double or triple posting rule" or any other rule applying here, please inform me when you read this, anyone.
(:
-VINC3
Biohazard3
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
Hey, welcome.
Looking forward to seeing your map when it's ready. Heard you've got some big stuff planned for it.
Looking forward to seeing your map when it's ready. Heard you've got some big stuff planned for it.
Indeed, its a lot of work though, almost everything will be my own custom stuff, apart from sounds / and a select few textures i probably couldn't make myself for effects and all that.
EDIT: Oh, and probably some vehicles (since i have never worked on modeling a vehicle before, high or low poly.)
EDIT: Oh, and probably some vehicles (since i have never worked on modeling a vehicle before, high or low poly.)
3D Modeler, Texture Artist, Level Designer
[font=Tahoma]I decided to show some static meshes i have created so far for use inside the level, these are all snapshots taken within my 3d modeling application (3dsmax 2012). Half of them are not textured right now (as i want to increase the pace in which i complete things inside the map itself.) but will be fully textured by me when more of my other work is complete within the level.
All textures / static meshes within this level will be created by me. Scratch that, i created my skybox with the stock textures, as well as the Weather effect with stock textures. Totaling out so far, 5 textures. Mainly because i don't have experience creating that sort of texture.
However, every single static mesh used within this level will be created by me. (except for possibly bullet shells and weapons and the such... wouldn't make sense to create new weapons that cant be used, or bullet shells that don't match the ones your firing eh? :P)
I am also, probably, maybe, idk yet, going to have a few of my custom sounds, otherwise all or most of these sounds within the map will be Stock, or somebody else's work. (i don't have the equipment or experience with sounds to manage this.)
There will be secrets...[/font]
Oh, and i will have some scripting help for special things within the map from my friend Eliot. (Created of Btimes from elite trials, the access code panel you find in some of the maps on evolution, levelconfigactor, and many other things for the game, as well as various other extensions for browsers and the such.)
Check out his webpage at http://www.eliotvu.com
Questions / Comments / Suggestions are welcome.
A Decoration fire extinguisher for my walls. (There is also a free extinguisher for placement anywhere else i need it)

These peices (for the most part, i need to do a few more variations for certain areas when the time arises) will create the sidewalks for the whole map.

View of a garage door from inside.

View of the garage door from the outside to show the depth of the deformations more clearly.

Just some of my own simple shelves to go with the theme better, broken up into multiple pieces. Cardboard boxes, toolbox, are what you can see. I still need to model some misc. tools, and parts to fill out the shelves. All of the parts / pieces will be individual static meshes.

This was the early railings i created, but i scrapped the Geometry they went to in the map. It still shows the overall theme of the railings i will use within CERTAIN parts of the map, most of the railings have a specific placement, and there will be different railings for the interiors of different buildings. For example, a railing inside a repair garage, would not be the same as the inside of the hospital.

This is an example of how i will use railings and shape them to add to the atmosphere of the map. Obviously its all bent up at the one end, and slightly bend towards the middle. Not too noticable really, but if im going to make them, why not push out as much detail as i can, without increasing the poly count.

This is the fence for various places around the map. It is broken up into 3 peices. The vertical pole (only one, inside unreal ed), the horizontal pole and the fence wire (right now its a solid plane, needs a material i havent created yet.), and the razor wire on top. This will allow for more customization of my fences when it comes to the path the fence will follow.

This is a cork board, and papers / sticky notes as decoration for walls. Consists of two seperate peices, one for the cork board itself, 2 for whatever variation of papers / other things i put onto the cork board inside U-Ed. By the way, this is a higher quality render to help contrast what it the board, and what is the papers on the boards. Shadows will not be of this quality ingame unless i bake it onto the mesh before i import it.

The pipes are the mesh in this one, the box is purely for scaleing it properly when i import it into U-Ed, these are ventilation pipes for the one building im currently working on. Pretty much a special mesh designs for a single purpose.

And a hospital bed for, the hospital im going to be making! Who could've guessed. So far the only mesh created specifically designed to be inside the hospital at the moment. Fully textured, all my work.

All textures / static meshes within this level will be created by me. Scratch that, i created my skybox with the stock textures, as well as the Weather effect with stock textures. Totaling out so far, 5 textures. Mainly because i don't have experience creating that sort of texture.
However, every single static mesh used within this level will be created by me. (except for possibly bullet shells and weapons and the such... wouldn't make sense to create new weapons that cant be used, or bullet shells that don't match the ones your firing eh? :P)
I am also, probably, maybe, idk yet, going to have a few of my custom sounds, otherwise all or most of these sounds within the map will be Stock, or somebody else's work. (i don't have the equipment or experience with sounds to manage this.)
There will be secrets...[/font]
Oh, and i will have some scripting help for special things within the map from my friend Eliot. (Created of Btimes from elite trials, the access code panel you find in some of the maps on evolution, levelconfigactor, and many other things for the game, as well as various other extensions for browsers and the such.)
Check out his webpage at http://www.eliotvu.com
Questions / Comments / Suggestions are welcome.
A Decoration fire extinguisher for my walls. (There is also a free extinguisher for placement anywhere else i need it)
These peices (for the most part, i need to do a few more variations for certain areas when the time arises) will create the sidewalks for the whole map.
View of a garage door from inside.
View of the garage door from the outside to show the depth of the deformations more clearly.
Just some of my own simple shelves to go with the theme better, broken up into multiple pieces. Cardboard boxes, toolbox, are what you can see. I still need to model some misc. tools, and parts to fill out the shelves. All of the parts / pieces will be individual static meshes.
This was the early railings i created, but i scrapped the Geometry they went to in the map. It still shows the overall theme of the railings i will use within CERTAIN parts of the map, most of the railings have a specific placement, and there will be different railings for the interiors of different buildings. For example, a railing inside a repair garage, would not be the same as the inside of the hospital.
This is an example of how i will use railings and shape them to add to the atmosphere of the map. Obviously its all bent up at the one end, and slightly bend towards the middle. Not too noticable really, but if im going to make them, why not push out as much detail as i can, without increasing the poly count.
This is the fence for various places around the map. It is broken up into 3 peices. The vertical pole (only one, inside unreal ed), the horizontal pole and the fence wire (right now its a solid plane, needs a material i havent created yet.), and the razor wire on top. This will allow for more customization of my fences when it comes to the path the fence will follow.
This is a cork board, and papers / sticky notes as decoration for walls. Consists of two seperate peices, one for the cork board itself, 2 for whatever variation of papers / other things i put onto the cork board inside U-Ed. By the way, this is a higher quality render to help contrast what it the board, and what is the papers on the boards. Shadows will not be of this quality ingame unless i bake it onto the mesh before i import it.
The pipes are the mesh in this one, the box is purely for scaleing it properly when i import it into U-Ed, these are ventilation pipes for the one building im currently working on. Pretty much a special mesh designs for a single purpose.
And a hospital bed for, the hospital im going to be making! Who could've guessed. So far the only mesh created specifically designed to be inside the hospital at the moment. Fully textured, all my work.
3D Modeler, Texture Artist, Level Designer
and one more note, All meshes scaled to be closer to the players size (a realistically themed map, no dodging, only single jump. which will also help prevent map exploits since everything will be smaller compared to normal maps.)
3D Modeler, Texture Artist, Level Designer
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- DW Clan Member
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- Joined: Wed Dec 28, 2005 12:00 am
Wow, no dodging even? Brave man.
Keep in mind that you probably want more space than would normally be realistic just due to the fact that it's a cooperative map and you need space for the team to maneuver around each other.
Keep in mind that you probably want more space than would normally be realistic just due to the fact that it's a cooperative map and you need space for the team to maneuver around each other.
Well, its not completely to scale, i plan on keeping most major encounters with enemies to a semi open area as well, and as for the dodging, due to the size of the map, how i have it scaled for realism and all that, and depending on how i can edit the monsters i place in the level, i may or may not leave the dodging, that's something i would need to test in a final stage of the map when its playable to see how everything ties in together, if its fun or not yaknow?DW_WailofSuicide wrote:Wow, no dodging even? Brave man.
Keep in mind that you probably want more space than would normally be realistic just due to the fact that it's a cooperative map and you need space for the team to maneuver around each other.
3D Modeler, Texture Artist, Level Designer