I could use a fancy/fancier than current three lockers and a switch stacked on top of each other model for a control room "FEUER ZE MISSILES" table (or whatever that piece of furniture would be called) for nuclear. I'm not sure if that'd take more or less time than your door, but if you need a learning project, I'd be thankful if you fixed something like that up.
You have to learn the hard way like me Looks like you have this all figured out to me. You sure you're not working for pixar already???
Anyone knows a way to avoid these lighting problems: https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/problem 1.jpg https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/problem 2.jpg The light piece is a destroyable emp_eng_map_brush so the attackers can breach the bunker. The concrete to the left, right and below this piece are displacements so I could give shape to the destroyed sides after the piece gets removed. The concrete above are normal brushes in a func_detail. All 3 types are lit differently. Suggestions ?
With lightmapscales and smoothing I've improved it at least, but I don't think I can get it better than that. Anyway, progress update: Latest mapfile: https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/echelon_mar01_2014.vmf And I've added the cliff bunkers: https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 1 2014/1.jpg https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 1 2014/2.jpg https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 1 2014/3.jpg https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 1 2014/4.jpg https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 1 2014/5.jpg https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 1 2014/6.jpg Or just watch the new progress video: https://www.youtube.com/watch?v=rX37or2pX90 I suggest watching it at x1.5 speed
It is Equally as big as arid, bush and chain Also good news everyone. LordDz has found a bit of spare time and has started with some entity work. I'm gonna list the things that have to be done at some point: - Faction timer, displayed for both teams - Massive explosions on base capture, this includes shaking - Everyone outside the base should be killed on base capture from those explosions, including the vehicles (should be able to do this one myself) - NF message telling people the AA's have been turned off - Map specific vehicle limit (somewhere between 4 to 8 vehicles) Things that would be nice to have once the core gameplay works - AA guns moving and targeting aircraft - Bunkers get destroyed from the explosions on base capture (I can do the damage myself, not sure if I can do it without lighting issues)
Bit more discussion than I expected about the midbridge bushes so I've moved it all to a new thread here: http://forums.empiresmod.com/showthread.php?t=18239
Soo...since I got recommended to try out some of the stuff that is needed here first, how does this thread actually work? Is everything under models posted in the OP already done or is it a TODO list?
Guess it's the ships or cannons for me then... Hmm, I guess I can hash out some concept sketches and block outs over the weekend and next week.
there gonna be no ship cannons. there could be bunker guns (which look similar) though. watch silks latest progress video. https://www.youtube.com/watch?v=rX37or2pX90 i think everything excluding terrain and the two tank trap things you see in the beginning are open for discussion.
Actually I'm eager to see what you've got so far. Just some minor entity work and adding the base and we're practically ready for a gameplaytest. Still tons of work for after that as at least my stuff is still mostly just placeholders, but it would be playable.
I thought there were going to be a ship battle in the skybox when NF capture the Brenodi base, thus the Brenodi sinks NF's ships and send in their own? Btw this is a very badass gun, it deserves some spam.
yeah if you search for normandy, dday, atlantikwall and so on you get great ideas for bunker maps. but ww1 gives good material aswell - even more nf-ish