MoH Maps, Mods & Skins Discuss custom maps, skins and mods here. |
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-08-2002, 12:02 PM
Thanks for the notes! I'm stilling plugging away on detail stuff for the "Machine Shop" and "Generator" buildings. I've completed the "Assembly Hall" and added a few more pics.
Actually, inspiration came from three sources.... "Close Combat 3, Russian Front" that inspired the map layout...which I've tweaked to suit myself and more play styles and Radiant, of course... Second source...my wife...Russian by birth saying..."...all that designing you do, why not something Russian?!" And lastly, my own interest in the subject slightly urged on by EaG. Long way to go, but not as far as yesterday! freak:
[img]http://www.paonline.com/marconia/shot0013.jpg[/img]
[img]http://www.paonline.com/marconia/shot0014.jpg[/img]
[img]http://www.paonline.com/marconia/shot0015.jpg[/img]
more to come.... STILL looking for help on USABLE TANKS! Also thinking about random spawn for 88s/20mm guns for the Allies/Russians. IF I get German Tigers working, that would really play into strategy. AND, by the way, I REALLY hope that this map forces combined arms team play and strategy. There's more than one way to progess across the map but odds are that neither tank nor infantry can survive all the way across with out help from the other....clearing corners etc.
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12-08-2002, 01:00 PM
nice work, hows the fps?
you should make a version with a tank and without.
I've noticed that drivable vehicles make the map lag badly.
Nice work.
When is she due?
thanks
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-08-2002, 04:38 PM
I think that I'll have a beta version in a week or so. I'll want a couple people to look for errors, make suggestions. Right now the FPS outdoors is on the low side depending on where you stand. I have farplane at 5120 and don't want to go shorter. First option is to cut out one or both rail lines and close the buildings together by 512 units, that would help but make it tighter for tanks. You're right about two versions. I think the first one will be TDM without tanks and I'll sit on adding armor for the OBJ version... IF I can get tanks to run. I want to experiment with having a drivable Opel and a 20mm in the back...think that will work?
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12-08-2002, 05:59 PM
that'll be fricking awesome!
I'll help test it if you want me to
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Junior Member
Posts: 9
Join Date: Dec 2002
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12-08-2002, 10:30 PM
THAT IS THE SWEETIST LEVEL EVER got to let me no when it is out can you tell me how you make the maps what program did you use and how to put them in the game
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Senior Member
Posts: 190
Join Date: Nov 2002
Location: You'll know from which direction the bullet hits.
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12-08-2002, 11:43 PM
That is looking better and better. Will you be able to get up on the beams and rafters?
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Junior Member
Posts: 1
Join Date: Dec 2002
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12-09-2002, 02:10 AM
hey slyk, it looks EXTREMELY good. just don't forget about playability. way to many good looking maps go to waste cause the gameplay sucks on them. but i guess thats what betas are for biggrin: . as for help with tanks in the level.... i'm a modeller/skinner so.... but go to modtheater.com and post something to scorpio midget in the forum. he knows all that stuff. not saying he'll help you for sure, but he's the guy to ask.
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Guest
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12-09-2002, 06:45 AM
whens beta gonna beout?
quick post
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-09-2002, 07:19 AM
Beta--- maybe a testing beta-beta this coming weekend as a TDM without vehicles. Depends on my time this week. Yeah, Zero, I'm worried about the FPS right now. May have to 'tighten' it up on the outside areas. I've already had to close off a couple door ways to fully block VIS instead of leaving them partially/fixed open.
NO, rafters for the most part are inaccesible, but there will be a few catwalks that run around...plus a new one in the 'Assembly Hall' not in previous shots. Pipes ARE accessible in many areas and you can travel from one building to another inside them....and so can the enemy....
Destroyed roof sements can be found at climable angles and provide some sniping spots...by chance more than design. I've picked up a couple tricks that I never used before and that helped with some of the roof destruction look. Also used the 'V' vertice function to bend grating and other deformed pieces.
Would LOVE to find some prefabs of construction or industrial equipment, machines, etc to provide more realistic look and save my ass from having to build it all myself! oOo:
Anyway, thanks for the input. I really appreciate it. More screens to come.
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Junior Member
Posts: 6
Join Date: Dec 2002
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12-09-2002, 07:53 AM
spearhead or mohaa? eek:
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-09-2002, 08:30 AM
This is for SPEARHEAD..... to take advantage of the portable Mg-42s (plenty of good 'kill zones' to set up in), Mortars and, of course, the Russians - this would be kind of empty without them! I'd love to be able to program the map to force all Allies in Russian skins and weapons, but alas..........maybe someday.
Tweaked a thing or two and recompiled on FAST; FPS right now mostly 70-80+....many areas 90+...although when inside with all the destruction and running toward small fires it bottoms out around 50...ugh. BUT,.... I can drop the fire/smoke thing although that is SOOO cool.
My system specs: P4 1.8, GeForce3 64Mb, 1024 Megs RAM, WinXP Home.
ALSO: Going to retouch the previous pics with descriptions of 'where' they are on the map and reload an updated overhead shot showing some more craters and improvised trench lines for the Russians/Allies. Two more buildings to complete inside design work. Don't want them to be too similar so if ANYONE wants credits for industrial prefabs, please contact me!
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Junior Member
Posts: 21
Join Date: Dec 2002
Location: U.S.A.
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12-09-2002, 09:10 AM
I must say, this could be the next hit similar to the "Thunder Series".
I would also like to know how the FPS run in and out.
Lastly, the reason you are getting lower FPS could possibly be b/c you didnt run a full vis compile.
Just my thoughts. Good luck!
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Senior Member
Posts: 173
Join Date: Mar 2002
Location: Here, Behind My WALL
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12-09-2002, 02:47 PM
yeah, looks pretty damn cool!
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-09-2002, 10:11 PM
Update some photos with descriptors of where they are on the map. Updated the overhead view of the entire map as it's progressing. Now can see some of the improvised trenches on the Russian/Allied end. The wife is giving me some assistance in locating some era specific Russian Partriot tunes to try to do something with. Working with her on making some signage...my first foray into making textures...........ugh.
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Senior Member
Posts: 160
Join Date: Jan 2002
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12-09-2002, 10:17 PM
Update some photos with descriptors of where they are on the map. Updated the overhead view of the entire map as it's progressing. Now can see some of the improvised trenches on the Russian/Allied end. The wife is giving me some assistance in locating some era specific Russian Partriot tunes to try to do something with. Working with her on making some signage...my first foray into making textures...........ugh.
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