| Issue 25: | New Map -Ciudades del Cielo | |
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This map should be mostly broken buildings. The overall shape of the map can be a circle, with the bombed tower in the middle of the city. Its alot of stuff so lets come up with a plan to stream line it as much as possible, such as dividing the circle into 4 pieces, then only building one of the pieces and duplicating that one to make up the other 3. Lets get Tech on screen shot duty, they will need references of every thing having to do with that city. Once Tech is done with those we can start putting together a props list, Doug and Torch can then start working. sounds about right, I was going to start this on monday, but torchling persuaded me otherwise. Any problems lemme know! doug your priority is still the gekko go.
Apr 7, 2010
Project Member
#1
Torchl...@gmail.com
Apr 7, 2010
I like this idea, It should have some sort of structure to it tho...like roads that keep everything from just looking like a pile of junk spread everywhere.
Apr 7, 2010
The city IS just a pile of ruined buildings though. I agree there should indeed be roads/blocks.
Apr 7, 2010
well of course they'd be roads and what not, most of this can be done with tileable textures.
Apr 7, 2010
Tech let us know when you have the references in this issue please.
Apr 7, 2010
Man, just when I started exploring textures. kk; I'll start gathering shots the second I have downtime.
Apr 8, 2010
modeling buildings sounds interesting and fun. a welcome break from fucking tough as shit to model robozords and mega airships anyway
Apr 8, 2010
They're in, and the folder is reorganized.
Apr 9, 2010
After looking at the screen shots, I feel like the map wouldn't be as fun as I originally thought it would be. The buildings are short, so no weaving in and out of sky scrapers. There could be some interesting canyons and stuff, bridges and what not too. But still im a lil less enthused about this one now. What you guys think?
Apr 9, 2010
i think we could have some pretty cool canyons and what not around the outer edges of the map(this would probably be most of the map if you think about it) and as for the city, we could simply make the buildings taller for gameplay's sake, or have the middle with the normal buildings and be kinda like an arena with the towers in it. just thoughts. also, are we gonna have a capitol(i think thats it) map? that would make an interesting map as it has DEEP trenches all over the place with bridges and what not crossing them as well as the tower and that park thingo where holand talks to his brother and get the priest dude(im drawing blanks on names atm) over ground!
Apr 9, 2010
Damnit, Torch stole my idea. If you want urban warfare and skyscraper-fighting, the capitol is indeed the place to go.
Apr 10, 2010
I really like the idea of a capitol. Thats certainly one we need to do. All this talk has given me the idea that It would be nice to go about building and releasing maps along the same time line as the anime. So we would start from locations from the first episode and go from there in order. Perhaps we could start from The seventh swell location out front of rentons house.
Apr 10, 2010
You mean a desolate flat wasteland with no unique features or cover?
Apr 10, 2010
No smart ass more like a hilly area with the big seventh swell patch in the middle of it and rentons house some where in it too, perhaps some roads as well with the city and tower in the distance.
Apr 10, 2010
I just like the idea of flying between buildings, I think that would be really fun. And they would be super easy to model a bunch of different types to instance all over. Lets have a Vent meeting sometime soon.
Apr 12, 2010
I have a presentation im cooking up for this map so sit tight, will have it prolly some time tomorrow.
Apr 14, 2010
Awright awright sit down everyone and come see the crazy image ive made! yes yes it looks retarded but it should serve its purpose. Photobuckets down so the image will be at the bottom of this post, open it for quick reference. Now after looking at the SS and watching the episode, I can see that this city has no simple structure. from the looks of it, there's a bunch of canyons that have buildings lining them every now and then. These canyons eventually come out to larger clearings where bigger cities are built. In the middle of all this there is a giant burnt down tower that seems to have scub coral (or the E7 type cliffs you always see) growing out of it. Now the original idea was to have the tower in the middle, but I belive that its so big, that having a city that fits to scale all around it would make for a huge map and too much work. So if you look at the pic, i built up a simple draft of half of a city with the tower at the top. a quick explanation of the pic. This isnt a solid "Do this exactly" reference, its more to help get my point across. the layout is simple, the darker the color, the lower the ground is. so when you see the darkest brown, thats the bottom of a canyon. The tower is at the top of the map. It sits on cliffs. Its surrounded by canyons which are broken up by large clusters of cliffs like you can see in the screen shots. The map can be split into three sections top, middle and bottom. The top is mostly the tower with an airport some where at the base. The middle is the canyons that surround the top, with cities spattered here and there. (you can note that theres a large space in the middle of the middle section, this would be great for the largest part of the city, the part with the tallest buildings as well) The black lines you see can be bridges. Anywho, this is the ruough idea, we can start here and work our way up. I belive that this will create an environment that will be fun and look awesome. Now for assignments. Torchling: I would like you to flesh out the landscape. a simple mesh with the canyons cut out of it is what im looking for, we can add the cliffs on later. we just need that structure. the map can be symmetrical if you like, im not sure if that would ruin teh feel to it, let me know what you think. remember the canyons at some point need to come to a flat bottom, for roads and what not. Doug: I want you to get started on the tower, its two pieces. its very large and will most likely extend outside of the maps boundaries, so focus your detail on the lower sections of the tower. both of you remember to keep your models clean, and delete polygons we wont see. this map will take a few steps, so lets get started and try and have something before next month.
Apr 14, 2010
Just FYI, I don't think the tower has scubs growing on it; I think it's just burnt to a crisp. I could be wrong though, as I don't have my shots at the moment. I like the idea of having a sloped map with the colossal towers at the top. I think that being symmetrical would make the map a bit boring and detract from the atmosphere. I'm very excited to see how this map works out, and think we could do some fun things with it. Do you plan on putting some (deep) canyon passages in the map at all, tink? I know Genjo was working on a project like that.
Apr 14, 2010
What we are gonna do is prolly just have the canyons all the same depth, then work with the mesh to give them a hilly feel. we will see what we can do with torchlings mesh when he is done. And i just watch the episode with the tower in it and it looked like scub, i may be wrong now that you have me doubting myself, looks like thats a task for you good sir! :)
Apr 14, 2010
I have concluded after additional research that, depending on how you define it, the tower has had one of three things happen to it: 1) Scubs have grown up around the lower fourth of it 2) The general level of the land around it has risen, creating a steep incline leading up to it. 3) It was always at the top of a very steep hill. I think it is most likely that the lowest part of the tower is completely encompassed by the hill, and that the land is slowly growing up around the tower over the years. Regardless, the effect is the same: It's at the top of a very steep hill, and the lower extremities of it are surrounded by these "pillowing" landscapes that are so often seen.
Apr 15, 2010
Good work, got that doug?
Apr 16, 2010
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Labels:
-Type-Task Milestone-May
May 10, 2010
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May 10, 2010
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Status:
Accepted
Jun 22, 2010
The ground level is done. Later detail can be added, as well as some texture work. But we have a template to go by now sorta. If you guys make me the props, i can start placing them. the map so far is 6k poly.
Jun 22, 2010
giving the good ol' copy paste a good workout i see!
Jun 22, 2010
hell yeah like theres any other way! I will look good I thinks.
Jun 23, 2010
I sure hope you have deleted all non-visible faces, right? rather than leaving a bunch of faces that will never be seen hiding behind each other like the lake map that we have currently (and how I had to go and delete a bunch of said faces to increase performance).
Jun 24, 2010
Ah good question! at least thats what I would have said if you had been less of a dick and asked that as a question! im looking into a simple way to do that, There has to be an easy way to delete polys that you cant see... On the upside, this whole map is 6k polys. the green hills one was 50k. these hills are much lower poly and they dont have bottom faces. any who I am looking into that, cus we still have alot to put into this map. |
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