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 Post subject: ALL THE DEVS SHOULD WORK ON 1 JUNGLE MAP!
PostPosted: Tue Mar 07, 2006 11:22 pm 
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Pwnzer
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ok i whas thinking, we all know that designing a jungle map is quite difficult,
but not if all the devs work on the same jungle map,

there arent allot of good realistic jungle map on allot of FPS game's
accept FarCry...

thats why me a xeno think that all the devs should start a jungle map project,
evry devs should work on that map, than it probably would look awesome and cool,


Quote:
(SHIELD)Dragonathan www.freewebs.com/clan_shield says:
you wanna see something sweet?
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
but maybe you allready have seen it
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
http://koti.mbnet.fi/unikaasu/009/
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
check that shit out

-XenoSilence- says:
yes.. k
-XenoSilence- says:
im kinda busy cleaning up the forums
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
ok
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
jsut do a quik look
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
http://koti.mbnet.fi/unikaasu/009/
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
seen it?
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
that looks awesome mann

-XenoSilence- says:
thats an awesome TCE map
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
its an official

-XenoSilence- says:
now, you remember saying all third party maps suck
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
hellonstage is working on it
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
its ntoa 3rd party
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
is an official
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
its nto 3rd party

-XenoSilence- says:
well, its not official yet because its not part of the package yet
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
but hellonstage is workin on it

-XenoSilence- says:
maybe they will make it official around 050 and cant wait to try it out
-XenoSilence- says:
it looks great
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
yeah mann
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
anyways
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
your cleaning up the forum
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
try to fuse the threads thats related
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
because those are actually almost the same

-XenoSilence- says:
he seems to have activated th crosshair
-XenoSilence- says:
i can see it
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
thats dev mode
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
graphics looks good
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
i wonder if they used any tool or something

-XenoSilence- says:
ofcourse
-XenoSilence- says:
GTKradiant is the only ET mapeditor
-XenoSilence- says:
hopefully, by 050, things should look alot better
-XenoSilence- says:
maybe TT can get the old Quake3 engine to look as good as the Source engine even without the ragdoll
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
maybe...

-XenoSilence- says:
hopefully
-XenoSilence- says:
then this mod will totally kill CS
-XenoSilence- says:
both interms of achievement and gameplay
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
is allready killing CS
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
even with out the 049 version

-XenoSilence- says:
yeah, its achieved mor ground in technological advancement with an old engine
-XenoSilence- says:
it has made the old look new
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
hey but did you notice that map has a little bit gloom?

-XenoSilence- says:
no, thats not gloom, thats the fog shader in the quake engine
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
maybe they the devs saw ower post in the cutting edges thread

-XenoSilence- says:
the rest are just illusions of glood done specifically with the map's texture tones
-XenoSilence- says:
gloom*
-XenoSilence- says:
the gloom is a fake simulation
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
it looks like gloom though

-XenoSilence- says:
not the real gloom shader
-XenoSilence- says:
well it isnt tho, the only official map with gloom is Village
-XenoSilence- says:
when you look at the sun, the image washes out
-XenoSilence- says:
thats gloom
-XenoSilence- says:
i mean bloom
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
village whas made by hellonstage

-XenoSilence- says:
gloom is the other way around
-XenoSilence- says:
gloom is darkness and shade
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
i now kinda know what hellonstage's mapping style is
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
evry dev has theyre own mapping style

-XenoSilence- says:
well, everyone ha thier own
-XenoSilence- says:
but it would be good if they worked together and put thier styles together to make even more realistic maps
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
exactly
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
thats what i whas thinking
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
they should start a project, evryone should work on 1 map
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
jungle map

-XenoSilence- says:
they should rework on all thier maps
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
why jungle? because jungle is the most difficult thing to design

-XenoSilence- says:
most of the maps lack to greatness of the others
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
it really hard to make the imvironment realistic as possible

-XenoSilence- says:
well, the thing is, with the engine limitations of every game, jungle maps are really impossible
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
thats why all the devs should work on 1 jungle map

-XenoSilence- says:
the only game that has done a great job so far is the Cry engine
-XenoSilence- says:
used for farCry
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
yeah true
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
but it is possible though

-XenoSilence- says:
not really, to make all the trees and plants look realistic is something the quake3 engine cant handle
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
i whas in a 3rd party jungle map, it looked kinda cool, but the thing is, there were invisable walls

-XenoSilence- says:
you need an engine design to handle that
-XenoSilence- says:
thats one of the problems
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
exactly

-XenoSilence- says:
there are no possible ways to block of the map edges
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
the best thing to cammoflouge the invisable walls, is to make the jungle map on a island
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
the see/water are the limits
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
you can swim
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
so instead using invisable walls, use the water
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
you cant swim
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
edit.

-XenoSilence- says:
okay.. but how do you make the water seem like it goes on forever
-XenoSilence- says:
using water still makes you have to use walls at the ends of the water
-XenoSilence- says:
and that is vaguely visible
-XenoSilence- says:
and is very ugly
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
i whas in a third party map
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
it whas on an island

-XenoSilence- says:
yeah. the sniper map
-XenoSilence- says:
with two buildings
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
they made the water look kinda realistic though

-XenoSilence- says:
yeah they did
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
but
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
it looks too tropical

-XenoSilence- says:
its missing one thing tho, water and sun like that will and should make a terribly blinding bloom effect
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
so it is possible[/possible]

-XenoSilence- says:
but, like I said, the edge of the water is visible as a wall and destroys the effect
-XenoSilence- says:
instead, tehy could make the same island on a stormy day, without rain yet
-XenoSilence- says:
block of the sun a bit leaving a few rays
-XenoSilence- says:
then put fogs all around the shore line towards the edge
-XenoSilence- says:
that should hide the edge quite nicely
-XenoSilence- says:
plus give the map some feeling
(SHIELD) Dragonathan www.freewebs.com/clan_shield says:
yeah thats a good idea

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Last edited by Dragonathan on Wed Mar 08, 2006 3:31 am, edited 1 time in total.

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 Post subject: Re: ALL THE DEVS SHOULD WORK ON 1 JUNGLE MAP!
PostPosted: Tue Mar 07, 2006 11:42 pm 
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Dragonathan wrote:
the best thing to cammoflouge the invisable walls, is to make the jungle map on an island

the see/water are the limits

you cant swim

so instead using invisable walls, use the water


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PostPosted: Tue Mar 07, 2006 11:45 pm 
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well, its not like youll not walk into the water, but the thing is you will walk into it and fall in and drown.

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 Post subject:
PostPosted: Tue Mar 07, 2006 11:52 pm 
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XenoKiLLer wrote:
well, its not like youll not walk into the water, but the thing is you will walk into it and fall in and drown.


no that would be unrealistic,

evrytime you try to get out of the island,
you should see a message on your screen, something like:

STAY ON THE MISSION,
or:
YOU'RE ABORDING THE MISSION,
so you cant go further if you see those message,
the only thing you can do is turn around and get back on the island.

something like that...

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PostPosted: Wed Mar 08, 2006 12:48 am 
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I was thinking putting everyone on top of an island cliff, if you stray to far, youll fall and leave a splatter on the ground (metaphorically).

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 Post subject:
PostPosted: Wed Mar 08, 2006 2:15 am 
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yess.. that also a good method to cammoflouge the invisable walls,
what also could be done, is to put rivers on map's border,
a wide open streaming river,
your not able to pass through the river,
and if someone try to walk through the river, he will see a:

STAY ON THE MISSION!
YOU'RE ABORDING THE MISSION!

message on his screen, like i suggested on the previous post.

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 Post subject:
PostPosted: Wed Mar 08, 2006 2:38 am 
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I'd prefer, you walk through the level barrier, it acts like the edge of teh map in radar (regular ET) it becomes a trigger_hurt entitie, and we all hate those!

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PostPosted: Wed Mar 08, 2006 2:46 am 
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here are some example's
i want this kind of feel on the map,

Image

http://www.extremedigitalpro.com/extrem ... Jungle.jpg

http://artloom.com/img/FG85/3D/61_JungleMoon.jpg

Image

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 Post subject:
PostPosted: Wed Mar 08, 2006 2:50 am 
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ohh and watch this movie:
put it in pause first, and wait till the download is complete,
so the movie wont lagg,

http://www.youtube.com/watch?v=dQNpJTDA ... vy%20seals

that would be friggen awesome,
if the devs can get that feel on the jungle map.

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PostPosted: Wed Mar 08, 2006 3:43 am 
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I was just playing the demo earlier. The scale of the jungle would be hard to recreate in the ET engine. Sure you can get some 50 trees and bushes around, but the landscape would look flat, really flat. The quake3 engine cant even import models over 1024 faces or surfaces per model. It is possible to make something like that, but trust me, it wont look so good.

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PostPosted: Wed Mar 08, 2006 4:00 am 
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they could try it out,

make the map available for all players,
and check all the reactions & comments from all the players,

and improve it from time to time,
just see this jungle map, as a totally different project,
its a complete hole project,

this map requires allot of dynamic/interactive things,
like:


plant's moving evrytime you pass them,
small little animals,
thin tree's moving left and right, just to give you the illusion that there's some wind on the map,

stuff like that,


and it also requires allot of work on the BACKGROUND SOUNDS/SPECIAL EFFECT SOUNDS,

what also would possible is...
is to add a secret lab/basement, on the jungle map,
right in the middle, so you dont have to add allot of plants and tree's,

but it would look awesome if the lab/basement looks worn out/demaged/old, plants and tree's growed through the hole lab/basement building.

that would give a cool effect, a little bit classical jurrasic park 2 style.

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PostPosted: Wed Mar 08, 2006 4:24 am 
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the devs should only start working on this only if all the importent features for 0.49 are finnished

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PostPosted: Wed Mar 08, 2006 12:43 pm 
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ust the fact that this isnt going to be easy to make so many plants, but to make them sway when you move pass them is impossible on this engine. The quake engine is designed to do indoor maps and not outdoors, which explains its problems when making outdoor 100% non-urban maps. First of all, the texture tiles become visible in large open areas, then the skybox is very vague and terrible, then the map edges have to be blocked of by an invisible wall, lastly it takes more computing power for the Quake 3 engine renderer to render an outdoor scene that an indoor scene compared to others. When I am out aside, my fps is 30-60, but when I go inside I get 80-90 in the Quake engine, but with the Unreal engine, my outdoor fps is 20-30 and 40-70 indoors. If you compare these, the Unreal engine is obviuosly better with outdoor maps than QuakeE. Ofcourse of all outdoor engines, Cry engine is still the best with jungle maps.

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PostPosted: Wed Mar 08, 2006 7:52 pm 
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Dragonathan wrote:
this map requires allot of dynamic/interactive things,
like:

Plant's moving evrytime you pass them,
small little animals,
thin tree's moving left and right, just to give you the illusion that there's some wind on the map,

stuff like that,


and it also requires allot of work on the BACKGROUND SOUNDS/SPECIAL EFFECT SOUNDS,
[color=orange]


thanx for killin it.
moving entities=tricky
background noise=hard.
interactive moving entities = damn near impossible.

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PostPosted: Wed Mar 08, 2006 9:22 pm 
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well say it again like we said before, its just not possible to go to all that. It would be good if we could, but we cant. The only way to get that is create ing your own engine from scratch that is designed for those kinds of maps, graphics and interaction.

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