SkyLife Beta

Discussion in 'Mapping' started by Ranger, Apr 15, 2015.

  1. Ranger

    Ranger Member

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    SkyLife is a map designed by my brother. The initial idea was to bring Skyrim in the source engine. Sky(rim)(Half-)Life is currently in Beta. I have taken screenshots in Episode 2 for you to see. It's not the latest version so there are fog issues, even though they have been fixed the new version has not been compiled yet. Pictures here:

    http://imgur.com/OH5YBJq,ALSGKeA,btWFpm9,qOwN6hb,HczGWtO,KlpshFr,0tZ30Xr,N9EenVK,ffREoDb,ShgRTF4#0

    Edit: The map has also no sounds.

    Since this map is clearly not supposed to be played in Empires, I would like to ask you what type of gamemode you think would fit in this map. My idea was something like capture the flag from bottom to top, or take an apc (it respawns it case it's dies) from a landing ship (which in this case would work as a vehicle factory) and drive it inside a well protected bunker on the top of the mountain. ---> Mix of emp_escort and emp_nuclear??? However as it is a three leveled map, it could work as a normal commander map as well with a few modifications.

    Minimum FPS ~58 while running with all settings maxed out @ 1680x1050 with the following specs:
    Core 2 Duo 6700 @ 2.66GHz
    4GB DDR2 RAM @ 800MHz
    DQ965 chipset
    Sapphire AMD HD 4850 512MB (2008 GFX card)
     
    Last edited: Apr 15, 2015
  2. flasche

    flasche Member Staff Member Moderator

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    i doubt it would work as comm map, youll need a lot of flat open ground - and when i say flat i mean flat ^^
     
  3. Ranger

    Ranger Member

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    Yes I know :( Placement is so difficult with those collisions or whatever.... building placement should be more flexible. I hope the new rax is better.

    Also I forgot to type that above. It could be a comm map with preset bases.
     
  4. flasche

    flasche Member Staff Member Moderator

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    afaik it has very little to do with the models themselfs, its the building-placement code.
     
  5. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I'd do a glycencity-esque set up with a pre-placed VF and predetermined research with focus put on infantry combat with vehicle support and flags to mark progress through the map.
     
  6. flasche

    flasche Member Staff Member Moderator

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    with all the map choices empires is degenerating from a genre-blend to an ordinary, in the meanwhile worse then mediocre, first-person shooter ..
     
  7. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Actually it might be too steep for the same objective, I don't know the exact shape of the map though. It could be that you'd need one team to defend and on to attack or something.

    Orrr just design a map for Empires specifically, that would make it much better.
     
  8. Ranger

    Ranger Member

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    Perhaps once this version of the map is ready for empires we can organize and try it all together?
     
  9. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    I'm game for that.
     
  10. Ranger

    Ranger Member

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    I figured Empires does not use Episode 2 resources as a result the map is full of hammer when the config is changed for empires. Things like pine tree that we see very often in map are saved in the maps themselves which is wrong. It is a hell of a work to save all those items in that map.
     
  11. flasche

    flasche Member Staff Member Moderator

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    you could just switch the prop_statics to use rappe's fir trees that come with empires
     
  12. Ranger

    Ranger Member

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    Thought there are several items that are EP2's resources... Most Source mods use EP2 nowdays... Empires should be no different.
     
  13. ImSpartacus

    ImSpartacus nerf spec plz

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    Neat stuff.

    If you're putting something in empires, I wouldn't worry about trying to "get it right" the first time. Always be flexible and willing to iterate, but on the flip side, don't iterate too fast without matured feedback. Good luck.
     

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