4/23/08
Virginia is now in its first complete version, and it has been accepted as an official ranked map! You can get it now via Massgate, or the Downloads page here: [www.massgate.net]
Enjoy! :)
3/9/08
Wow, nearly 1 month between updates! February was packed full of updates to "Virginia", bug fixes, and the most fun of all, many rounds of online beta testing. I'd like to thank everyone from the Virginia Beta Team who came out for our testing, and especially Massive for joining in and providing a server for us to use (well, except for right after that first round of testing, when we crashed the server thanks to a house bug :D )!
Since the last update, much has been changed, especially balance wise. Spawn areas now cover much larger areas, and the main control point in the center has been divided into two separate points.
The list of what has been accomplished since the last update would be too long, so instead here's a list of what is left to do:
1. Final Surround meshes
2. Final roads/intersections
Currently, "Virginia" is at Beta v0.14. I'll see if I can keep you guys updated on the status of the map! Hopefully, there will be a release sometime this month (no guarentees!).
For now, enjoy a new selection of screenshots! These show off things like the updated surburbs with sidewalk textures, new drop zones, new mega map, new dirt track roads, new river crossings, new detail textures, and just general battle goodness from the beta tests! :)
Click on any thumbnail to see the entire slideshow:
2/11/08
Hello again, everyone! It's time for an update! While the power at my house is currently knocked out thanks to a wind storm, it's a slow day at work, thankfully. ;) The first round of online testing went well after a rocky start. Special thanks to [AOD] Baines for a quick save by offering his clan's server for us to mooch off of for a couple of hours! Everyone had a blast, and I took over 150 high-res screenshots from the replays that I will be uploading later on.
Several bugs have been found, and some interesting points have been brought up about the gameplay. I look forward to more testing, and getting feedback from everyone!
Remaining to do as of Beta v0.10:
* All roads and railroads on the map: I am currently working to create the roadways and intersections for Virginia using Modo 301. As this is a time-consuming and meticulous process, the final roads were not ready in time for the testing. While the roads themselves are not final, the temporary placeholders seen in this beta version are an accurate indication of where the final roads will be.
* The Surround Meshes: The surround meshes seen in this version are only about 50% complete.
* The main bridge joining the "Downtown" Command Points: Due to severe pathfinding issues with the main bridge in the center of the map, it was removed for this test, and replaced with a temporary strip of land for crossing the river at that location.
* Load screens: The loading screens seen in this version are temporary placeholders.
* Splatting texture normal map: Currently, the ground textures have no normal layer applied to them. This will be added once I am sure that there won't be any more modifications to the ground textures
* Minor bug fixes/balance changes
* Final music
* Mood changes
Finally, a little teaser from Saturdays beta. These shots are all of the nukes for now, I have some screenshots of the rest of the games to come later on, once I get power back at my house!
Click on the image to see the full gallery:
Click to view image
1/30/08
Thanks for all of the suggestions, everyone! As such, I have changed the Command Points up a bit:
Click to view image
While I think I'll hold off on any more changes to the CPs until after the beta test, I may end up splitting the Downtown CPs in half and moving them apart to avoid having so much action concentrated on that one bridge. It may end up being too much of a focus and a bottleneck.
Keep the ideas coming!
1/21/08
Beta v0.06 Megamap/Gameplay preview (Click on the link or the image to see a larger version):
~Old image removed~
And yes, one of the command points has a typo. :p
1/19/08
It's update time! My internet at home has been out for the last week and a half, which has slowed progress on the map, but the good news is that I've now upgraded to a faster cable line, and I'm back online!
Things are progressing very well with "Virginia". Extensive testing with the bots leads me to believe that the map is nearly balanced, despite the higher number of Command Points. Beta testing will help us to check the balancing, and then iron out any issues. What I've been working on over the last several weeks is finishing up and detailing the splatting texture, creating the surround meshes, and finishing up the props detailing.
Here are things as they stand today (estimated):
Overall progress: 80%
Estimated time spent: 85 hours (November 17th, 2007 - January 19th, 2008)
Map detailing: 95%
Splatting texture: 90%
Surround meshes: 75%
Road meshes: 0%
Load screens/music: 0%
Beta testing: 0%
Beta Testing
There may be a beta test of this map this weekend! Thank you to those of you who have shown interest in participating. I need to clarify a few details:
If you would like to be a part of the "Virginia" beta test, please send an email to evilviking[AT SYMBOL]gmail.com. Be sure to include your Massgate username in your email so I know who you are! You will then be emailed further information about the testing.
Onto the goodies! I'm very pleased with the way the map is looking. I hope everyone will enjoy all of the little details I've put in! ;) Now, as a special preview, I've upload a large amount of high-res (1920x1200!) screenshots from the latest test version! Please note that the roads in this version are NOT finished, or is the surround mesh. These screenshots include images of the map, as well as some action shots! Click on each link below its description to see the screenshot:
See the entire album at this address:
[s209.photobucket.com]
A nuclear plume rises above the "Peacemaker" launch facility in the mountains above town
[i209.photobucket.com]
Russian MiGs take out M1A1 Abrams main battle tanks crossing the river towards Madison Heights
[i209.photobucket.com]
Overview 1:
[i209.photobucket.com]
Overview 2:
[i209.photobucket.com]
Overview 3:
[i209.photobucket.com]
Overview 4:
[i209.photobucket.com]
Northern mountains:
[i209.photobucket.com]
Soviet forces move in on the Supermarket evacuation site:
[i209.photobucket.com]
American forces swarm the western side of town as Russian tanks advance across the railroad bridge:
[i209.photobucket.com]
American infantry approach the "Peacemaker" nuclear facility:
[i209.photobucket.com]
American forces advance across the river:
[i209.photobucket.com]
American infantry are caught between enemy lines and an advancing Russian AA group:
[i209.photobucket.com]
A fierce fight for Madison Heights:
[i209.photobucket.com]
An industrial train depo near Historic Downtown:
[i209.photobucket.com]
Russian HINDS protected the captured "Peacemaker" nuclear site:
[i209.photobucket.com]
Fire darkens the skies as Soviet forces advance towards the town:
[i209.photobucket.com]
An industrial section of town:
[i209.photobucket.com]
Historic Fort Early, west of Downtown:
[i209.photobucket.com]
Russian ground forces and American Nation Guard clash at the once-peaceful farm:
[i209.photobucket.com]
Russian anti-aircraft advance across the river to a small farm:
[i209.photobucket.com]
What's left of Downtown:
[i209.photobucket.com]
An office building in downtown which was destroyed by Russian recon forces:
[i209.photobucket.com]
The serene creek on a local farm:
[i209.photobucket.com]
The backside of the Supermarket:
[i209.photobucket.com]
A Russian transport is shot down near the town center:
[i209.photobucket.com]
A-10 strafes the Supermarket:
[i209.photobucket.com]
More updates to come!
1/1/08
Hello again, and Happy New Year, WiC fans! I think it's time for an update on the status of my first map for WiCEd, which is now roughly 65-70% complete. The reason it's taking so long is I'm carefully studying the methods that Massive used on their maps to ensure that "Virginia" is a beautiful, professional quality map. On that note, here's a quick features list that Virginia will have when it is released:
- Over 50 hours of total work inside and outside of WiCEd
- Fully customized 8192x8192 splatting texture with hand-painted detailing in Photoshop CS3
- Fully customized roads using Lightwave/3DS Max9
- Fully customized surround mesh using 3DS Max 9
- Load screens and music
- Detailed storyline
- A few custom terrain extensions are a possibility
I'm hoping to have a full beta test before the official release of the map, so I'm going to need 15 trustworthy beta testers willing to put in a few hours of testing in, possibly this weekend. A server to host a password-protected game for us would be great as well!
Now, it's time for some more screenshots! Please note that these were taken before the implementation of the splatting texture, surround mesh, and edited roads.
(Click on each link to view)
[i209.photobucket.com]
It begins...
[i209.photobucket.com]
Railroad bridge
[i209.photobucket.com]
A historic mill.
[i209.photobucket.com]
In-town fighting on the North bank of the James River.
[i209.photobucket.com]
Historic Fort Early, on the hillside above downtown.
[i209.photobucket.com]
Greenhouse gases can be bad.
[i209.photobucket.com]
Madison Heights on the North side of the James.
[i209.photobucket.com]
A local farm south of the town.
Any comments or suggestions are welcomed!
One final note, once this map is complete, I hope to write a tutorial on the best way to create a custom splatting texture, and maybe tutorials on custom surround meshes and roads as well.
Original Post:
Hello, everyone! After spending roughly 15 or so hours digging through the amazing WiCEd tool, I've begun work on my first map. My goal is to create a very professional, balanced, polished, and beautiful map. Due to the large amount of work involved and my severe time constraints, it's likely that it won't be released for at least a month. I plan on taking full advantage of all the options that WiCEd offers, which means I may need to do some mesh editing in external programs as well, and there will also be custom textures not found in WiC normally.
Now, on to the good stuff! This map is based off of my home state in the USA, Virginia, and more loosely, the nearby town of Lynchburg. It will be a slightly larger Domination map. For now, here's some screenshots! (1920x1200, DX9, all settings maxed)
Full size screenshots:
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[i209.photobucket.com]
[Edited 14 time(s). Last edit at Apr 23, 2008 14:28 by EvilViking.]
EvilViking did you make that concrete look in screen shot (click) your self? If so could you give me a couple of pointers on how you did it.
Sure, no problem! Yes, that is indeed a custom texture.
EDIT: I went into more detailed in this post: [www.massgate.net]
EDIT: I went into more detailed in this post: [www.massgate.net]
[Edited 3 time(s). Last edit at Nov 23, 2007 20:31 by -=101st=-EvilViking.]
Damn, that concrete texure looks real convinceing......but it look too complicated to do :(. Damn if i found this out first i'd use this method in my placeholder map but i'm still happy with what i got......damn you are detailed...can't wait for this map.
Nvm it looks easy enough. I pulled off this method to make more natural looking sand but i'm not going to apply this to my map....maybe on my second map...
Nvm it looks easy enough. I pulled off this method to make more natural looking sand but i'm not going to apply this to my map....maybe on my second map...
[Edited 1 time(s). Last edit at Nov 23, 2007 20:26 by Soul Purifier[6MI].]
Thanks for the replies!
I decided that seeing as I'd already written 2/3 of a tutorial on "terrain painting" I might as well go ahead and finish it. You can see how I created my custom textures in this post:
[www.massgate.net]
Good luck! =)
I decided that seeing as I'd already written 2/3 of a tutorial on "terrain painting" I might as well go ahead and finish it. You can see how I created my custom textures in this post:
[www.massgate.net]
Good luck! =)
That's easy enough, but how on earth can I get custom textures and layer masks imported.
When you hit the import button for the mask this annoying texture image browser pops up in which i can't find any of the files I need.
Same goes for the textures
When you hit the import button for the mask this annoying texture image browser pops up in which i can't find any of the files I need.
Same goes for the textures
The default textures can be found under editordata\templates\ground. Then, just choose a final folder to view those textures (IE, "canyon" to see the desert textures used for that map type).
If you have custom .tga textures, the best way to import them is to create a new folder in the WicEd directory, like C:\Program Files\Sierra Entertainment\World In Conflict Editor\***Your Map Name Here***\MyCustomTextures and put your custom .tga files there.
Then you can navigate to that folder from the "Import" button.
Also, please direct any further questions on terrain painting to my tutorial thread to avoid cluttering this one up. Thanks! =)
If you have custom .tga textures, the best way to import them is to create a new folder in the WicEd directory, like C:\Program Files\Sierra Entertainment\World In Conflict Editor\***Your Map Name Here***\MyCustomTextures and put your custom .tga files there.
Then you can navigate to that folder from the "Import" button.
Also, please direct any further questions on terrain painting to my tutorial thread to avoid cluttering this one up. Thanks! =)
Quote from Kithaitaa[ReV]:
e.g. like the "Hellgate London" Producers ... they want all, they
got nothing, 5 patches since release - and NO no content patches. Even more bugs, buggs getter bugger,
and bu... ah, no words are existing yet for that! Bill Roper, oh ... the marketing machine ... also as
Richard Allen Garriott with his Tabula Rasa ... omg.
lol yeah so true, both of them fucked up so badly, its funny
Hello again, and Happy New Year, WiC fans! I think it's time for an update on the status of my first map for WiCEd, which is now roughly 65-70% complete. The reason it's taking so long is I'm carefully studying the methods that Massive used on their maps to ensure that "Virginia" is a beautiful, professional quality map. On that note, here's a quick features list that Virginia will have when it is released:
- Over 50 hours of total work inside and outside of WiCEd
- Fully customized 8192x8192 splatting texture with hand-painted detailing in Photoshop CS3
- Fully customized roads using Lightwave/3DS Max9
- Fully customized surround mesh using 3DS Max 9
- Load screens and music
- Detailed storyline
- A few custom terrain extensions are a possibility
I'm hoping to have a full beta test before the official release of the map, so I'm going to need 15 trustworthy beta testers willing to put in a few hours of testing in, possibly this weekend. A server to host a password-protected game for us would be great as well!
Now, it's time for some more screenshots! Please note that these were taken before the implementation of the splatting texture, surround mesh, and edited roads.
(Click on each link to view)
[i209.photobucket.com]
It begins...
[i209.photobucket.com]
Railroad bridge
[i209.photobucket.com]
A historic mill.
[i209.photobucket.com]
In-town fighting on the North bank of the James River.
[i209.photobucket.com]
Historic Fort Early, on the hillside above downtown.
[i209.photobucket.com]
Greenhouse gases can be bad.
[i209.photobucket.com]
Madison Heights on the North side of the James.
[i209.photobucket.com]
A local farm south of the town.
Any comments or suggestions are welcomed!
One final note, once this map is complete, I hope to write a tutorial on the best way to create a custom splatting texture, and maybe tutorials on custom surround meshes and roads as well.
- Over 50 hours of total work inside and outside of WiCEd
- Fully customized 8192x8192 splatting texture with hand-painted detailing in Photoshop CS3
- Fully customized roads using Lightwave/3DS Max9
- Fully customized surround mesh using 3DS Max 9
- Load screens and music
- Detailed storyline
- A few custom terrain extensions are a possibility
I'm hoping to have a full beta test before the official release of the map, so I'm going to need 15 trustworthy beta testers willing to put in a few hours of testing in, possibly this weekend. A server to host a password-protected game for us would be great as well!
Now, it's time for some more screenshots! Please note that these were taken before the implementation of the splatting texture, surround mesh, and edited roads.
(Click on each link to view)
[i209.photobucket.com]
It begins...
[i209.photobucket.com]
Railroad bridge
[i209.photobucket.com]
A historic mill.
[i209.photobucket.com]
In-town fighting on the North bank of the James River.
[i209.photobucket.com]
Historic Fort Early, on the hillside above downtown.
[i209.photobucket.com]
Greenhouse gases can be bad.
[i209.photobucket.com]
Madison Heights on the North side of the James.
[i209.photobucket.com]
A local farm south of the town.
Any comments or suggestions are welcomed!
One final note, once this map is complete, I hope to write a tutorial on the best way to create a custom splatting texture, and maybe tutorials on custom surround meshes and roads as well.
This looks to be a nice map. I would like to know where on James River the battle is going to take place.
[Edited 1 time(s). Last edit at Jan 02, 2008 00:07 by [TheB]Red1530.]
I've been waiting for this map for a long time. It looks great! I'd be glad to be one of your testers if needed.
Its great to seomeone else with the same thought process as me, of actually putting some effort and hard work into their map creation...looks great and grats :)
Looks good, but - is it playable? *g*
Some guys rating good maps as "not playable" ...
Contact me if you don't find a beta server - or even a beta team, use my contact form.
Waiting for release :D
Some guys rating good maps as "not playable" ...
Contact me if you don't find a beta server - or even a beta team, use my contact form.
Waiting for release :D
Whoops, I forgot, if you're interested in beta testing, please drop me a line at evilviking[at]gmail.com. Thanks!
Also, things may be delayed, as my internet at home is out again... grr...
Also, things may be delayed, as my internet at home is out again... grr...
The map looks really nice; it reminds me of Lynchburg, I used to live there :)
looking forward to it!
looking forward to it!
[Edited 3 time(s). Last edit at Jan 03, 2008 23:16 by [TheB]Interfor.]
Hi EvilViking,
Good work, long hours gives good results.
I have to upcoming map which I suspended for couple of weeks due to digital tablet as I found very hard to work whit mouse on the textures. What gives natural look to the map is details. And your details is in place.
Finally is coming wave off decant maps after all that scrape at the beginning. Best wishes to finish and be patient. we are waiting...
I have hard time on my map whit pathfinder and initial idea got compromised. Islands could be reached true the water or air, lots of forests. Have constant problems with Air drops... soon will announce pictures. Map name: RIVER DELTA.
Suggestion: try to include unpaved roads(gravel) to countryside. I found that 50% of the way map looks depends on ground surface even whit amazing WICed generated ones. As I studied vanilla maps they are not having to many details but they have allot of texture variety.
Good work, long hours gives good results.
I have to upcoming map which I suspended for couple of weeks due to digital tablet as I found very hard to work whit mouse on the textures. What gives natural look to the map is details. And your details is in place.
Finally is coming wave off decant maps after all that scrape at the beginning. Best wishes to finish and be patient. we are waiting...
I have hard time on my map whit pathfinder and initial idea got compromised. Islands could be reached true the water or air, lots of forests. Have constant problems with Air drops... soon will announce pictures. Map name: RIVER DELTA.
Suggestion: try to include unpaved roads(gravel) to countryside. I found that 50% of the way map looks depends on ground surface even whit amazing WICed generated ones. As I studied vanilla maps they are not having to many details but they have allot of texture variety.
Thanks to everyone for all your positive/constructive feedback!
I live about 10 minutes away from Lynchburg, which loosely inspired this map. It's good to know that it's recognizable! =)
I was hoping to buy a tablet last month, but between gas, food, and textbooks, it's been a no so far. I hope to get a WACOM eventually though, I would love to have one!
The teams start off in opposite corners. The landing zones are a little small right now, but they may be enlarged after testing.
1/19/08
It's update time! My internet at home has been out for the last week and a half, which has slowed progress on the map, but the good news is that I've now upgraded to a faster cable line, and I'm back online!
Things are progressing very well with "Virginia". Extensive testing with the bots leads me to believe that the map is nearly balanced, despite the higher number of Command Points. Beta testing will help us to check the balancing, and then iron out any issues. What I've been working on over the last several weeks is finishing up and detailing the splatting texture, creating the surround meshes, and finishing up the props detailing.
Here are things as they stand today (estimated):
Overall progress: 80%
Estimated time spent: 85 hours (November 17th, 2007 - January 19th, 2008)
Map detailing: 95%
Splatting texture: 90%
Surround meshes: 75%
Road meshes: 0%
Load screens/music: 0%
Beta testing: 0%
Beta Testing
There may be a beta test of this map this weekend! Thank you to those of you who have shown interest in participating. I need to clarify a few details:
If you would like to be a part of the "Virginia" beta test, please send an email to evilviking[AT SYMBOL]gmail.com. Be sure to include your Massgate username in your email so I know who you are! You will then be emailed further information about the testing.
Onto the goodies! I'm very pleased with the way the map is looking. I hope everyone will enjoy all of the little details I've put in! ;) Now, as a special preview, I've upload a large amount of high-res (1920x1200!) screenshots from the latest test version! Please note that the roads in this version are NOT finished, or is the surround mesh. These screenshots include images of the map, as well as some action shots! Click on each link below its description to see the screenshot:
See the entire album at this address:
[s209.photobucket.com]
A nuclear plume rises above the "Peacemaker" launch facility in the mountains above town
[i209.photobucket.com]
Russian MiGs take out M1A1 Abrams main battle tanks crossing the river towards Madison Heights
[i209.photobucket.com]
Overview 1:
[i209.photobucket.com]
Overview 2:
[i209.photobucket.com]
Overview 3:
[i209.photobucket.com]
Overview 4:
[i209.photobucket.com]
Northern mountains:
[i209.photobucket.com]
Soviet forces move in on the Supermarket evacuation site:
[i209.photobucket.com]
American forces swarm the western side of town as Russian tanks advance across the railroad bridge:
[i209.photobucket.com]
American infantry approach the "Peacemaker" nuclear facility:
[i209.photobucket.com]
American forces advance across the river:
[i209.photobucket.com]
American infantry are caught between enemy lines and an advancing Russian AA group:
[i209.photobucket.com]
A fierce fight for Madison Heights:
[i209.photobucket.com]
An industrial train depo near Historic Downtown:
[i209.photobucket.com]
Russian HINDS protected the captured "Peacemaker" nuclear site:
[i209.photobucket.com]
Fire darkens the skies as Soviet forces advance towards the town:
[i209.photobucket.com]
An industrial section of town:
[i209.photobucket.com]
Historic Fort Early, west of Downtown:
[i209.photobucket.com]
Russian ground forces and American Nation Guard clash at the once-peaceful farm:
[i209.photobucket.com]
Russian anti-aircraft advance across the river to a small farm:
[i209.photobucket.com]
What's left of Downtown:
[i209.photobucket.com]
An office building in downtown which was destroyed by Russian recon forces:
[i209.photobucket.com]
The serene creek on a local farm:
[i209.photobucket.com]
The backside of the Supermarket:
[i209.photobucket.com]
A Russian transport is shot down near the town center:
[i209.photobucket.com]
A-10 strafes the Supermarket:
[i209.photobucket.com]
More updates to come!
Quote
The map looks really nice; it reminds me of Lynchburg, I used to live there :)
I live about 10 minutes away from Lynchburg, which loosely inspired this map. It's good to know that it's recognizable! =)
Quote
I have to upcoming map which I suspended for couple of weeks due to digital tablet as I found very hard to work whit mouse on the textures.
I was hoping to buy a tablet last month, but between gas, food, and textbooks, it's been a no so far. I hope to get a WACOM eventually though, I would love to have one!
Quote
...is there enough flat land for good spawn points?
The teams start off in opposite corners. The landing zones are a little small right now, but they may be enlarged after testing.
1/19/08
It's update time! My internet at home has been out for the last week and a half, which has slowed progress on the map, but the good news is that I've now upgraded to a faster cable line, and I'm back online!
Things are progressing very well with "Virginia". Extensive testing with the bots leads me to believe that the map is nearly balanced, despite the higher number of Command Points. Beta testing will help us to check the balancing, and then iron out any issues. What I've been working on over the last several weeks is finishing up and detailing the splatting texture, creating the surround meshes, and finishing up the props detailing.
Here are things as they stand today (estimated):
Overall progress: 80%
Estimated time spent: 85 hours (November 17th, 2007 - January 19th, 2008)
Map detailing: 95%
Splatting texture: 90%
Surround meshes: 75%
Road meshes: 0%
Load screens/music: 0%
Beta testing: 0%
Beta Testing
There may be a beta test of this map this weekend! Thank you to those of you who have shown interest in participating. I need to clarify a few details:
If you would like to be a part of the "Virginia" beta test, please send an email to evilviking[AT SYMBOL]gmail.com. Be sure to include your Massgate username in your email so I know who you are! You will then be emailed further information about the testing.
Onto the goodies! I'm very pleased with the way the map is looking. I hope everyone will enjoy all of the little details I've put in! ;) Now, as a special preview, I've upload a large amount of high-res (1920x1200!) screenshots from the latest test version! Please note that the roads in this version are NOT finished, or is the surround mesh. These screenshots include images of the map, as well as some action shots! Click on each link below its description to see the screenshot:
See the entire album at this address:
[s209.photobucket.com]
A nuclear plume rises above the "Peacemaker" launch facility in the mountains above town
[i209.photobucket.com]
Russian MiGs take out M1A1 Abrams main battle tanks crossing the river towards Madison Heights
[i209.photobucket.com]
Overview 1:
[i209.photobucket.com]
Overview 2:
[i209.photobucket.com]
Overview 3:
[i209.photobucket.com]
Overview 4:
[i209.photobucket.com]
Northern mountains:
[i209.photobucket.com]
Soviet forces move in on the Supermarket evacuation site:
[i209.photobucket.com]
American forces swarm the western side of town as Russian tanks advance across the railroad bridge:
[i209.photobucket.com]
American infantry approach the "Peacemaker" nuclear facility:
[i209.photobucket.com]
American forces advance across the river:
[i209.photobucket.com]
American infantry are caught between enemy lines and an advancing Russian AA group:
[i209.photobucket.com]
A fierce fight for Madison Heights:
[i209.photobucket.com]
An industrial train depo near Historic Downtown:
[i209.photobucket.com]
Russian HINDS protected the captured "Peacemaker" nuclear site:
[i209.photobucket.com]
Fire darkens the skies as Soviet forces advance towards the town:
[i209.photobucket.com]
An industrial section of town:
[i209.photobucket.com]
Historic Fort Early, west of Downtown:
[i209.photobucket.com]
Russian ground forces and American Nation Guard clash at the once-peaceful farm:
[i209.photobucket.com]
Russian anti-aircraft advance across the river to a small farm:
[i209.photobucket.com]
What's left of Downtown:
[i209.photobucket.com]
An office building in downtown which was destroyed by Russian recon forces:
[i209.photobucket.com]
The serene creek on a local farm:
[i209.photobucket.com]
The backside of the Supermarket:
[i209.photobucket.com]
A Russian transport is shot down near the town center:
[i209.photobucket.com]
A-10 strafes the Supermarket:
[i209.photobucket.com]
More updates to come!
[Edited 2 time(s). Last edit at Jan 19, 2008 20:16 by -=101st=-EvilViking.]
Your maps looking awesome! I can't wait to see the finished product.
I dunno how experienced you are with 3D modeling, but I started as a complete newbie with modo and so far its taken me about 4 weeks (about 10 hours per week) to do the roads/footpaths/driveways/roadpaint and its still not finished. So thats like 40 hours right there :D
However, probably half that time was figuring out how to do stuff!
Quote from -=101st=-EvilViking:If you're planning on doing road meshes, you may want to adjust your overall progress ;)
Overall progress: 80%
Estimated time spent: 85 hours (November 17th, 2007 - January 19th, 2008)
Map detailing: 95%
Splatting texture: 90%
Surround meshes: 75%
Road meshes: 0%
Load screens/music: 0%
Beta testing: 0%
I dunno how experienced you are with 3D modeling, but I started as a complete newbie with modo and so far its taken me about 4 weeks (about 10 hours per week) to do the roads/footpaths/driveways/roadpaint and its still not finished. So thats like 40 hours right there :D
However, probably half that time was figuring out how to do stuff!
First I would like to say that this map looks freakin awesome and I hope that it will be accepted by the massgate community as an official map. Second is there any way you post a picture of the mega map or battle map. (when you press m) and if you ever need someone to test the map I would be happy to help.
Map looks great and I too would be happy to help test.
Quote from [sS3XY]packers219:
Why don't u guys try cropping a picture while giving a hand job with your mouth?
[Edited 1 time(s). Last edit at Jan 20, 2008 23:27 by -=[MAC]=-ShoottheMoon.]

























