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oc_hive

Posted: Tue Oct 05, 2010 10:31 am
by fug4life
An escape map!

The idea behind this map will be to actually make the player as confused and as disorientated as possible (normally the opposite should really be done for co-op maps). I want to force players to group and stick/huddle together and explore/find & fight their way out!

Basically I want to make it difficult for players to learn the map, and infact make it impossible to predict the map.
So everytime you play the map you'll start in different areas, have different weapons, and have slightly different route choices available to you, and also will not be able to predict how many npcs you'll face in each area.

So with the spawn system bug free and implemented (though not fully decided). I'm toying with the idea of having the players start together with a wait period (And maybe a cinematic cut scene). Then at the start players can choose weapon classes,
Classes would be the usual stealth\scout, demo, sniper, heavy, medic, soldier with relevant weapons. Then they would drop into the maze starting in the temple basement and absail down through a hole into the hive, then after that if a player dies they spawn in the PODs to either escape or be rescued (pending votes).

To me this is starting to sound better than just having you wake up on map start in a pod.


So as this map progresses I'm going to be discussing lots of ideas as I go. Progress of the map slow'd up a bit as I'm trying to get the visuals up to scratch, after adding a ton of pointy rocks throughout the map I'm now going to spend the next half a week painting the geometry to get rid of that subdivided look as much as possible. Then following week build the web effects.

Then after than I can start thinking about npcs! Maybe this map will make it in time for Christmas.

Pictures taken on med-high end system:

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Pictures taken on low end system:

The jungle surface:
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In this last picture I have left the map open ended with a possible extension into the basement of what will be an aztec temple, you should just be able to see the entrance on the left.

Dynamic no-through routes:
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Possible Web effect (WIP):
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Antlion Pods:
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Progress complete report:

Layout 90%
Texturing 90%
Lighting 50%
Npcs 10%
I/O 15%
sound 95%
models 50%

Posted: Tue Oct 05, 2010 12:08 pm
by Datastream
Confusing maps are the best! This will really encourage Coop! Go for oc_hive btw!

Posted: Tue Oct 05, 2010 2:20 pm
by Gary
I like oc_hive as well.

Looking forward to trying this out.

Posted: Tue Oct 05, 2010 8:20 pm
by Rufus
oc_hive definitely has a ring to it.
Looks good so far, and I look forward to playing it.

Posted: Wed Oct 06, 2010 1:00 am
by Tysn
Looking good :thumbsupgabe:

Posted: Wed Oct 06, 2010 1:05 am
by Keychain
Hive definitely.

Posted: Wed Oct 06, 2010 1:54 am
by Axel_m3sh
O gawd it's a hivemind :bees:

Posted: Sun Oct 10, 2010 12:06 am
by fug4life
Updated the first post with a ton of screen shots, please compare the first (old) screen shot that had no fog and mist and then look at the (second) It'll give you an idea of how much its changed.

Tell me what you think?

Posted: Sun Oct 10, 2010 4:54 am
by SNOWMAN7
Looks great.

And yeah names should be short and simple so hive~

Posted: Sun Oct 10, 2010 6:52 am
by Gary
Throw those grubs in there for a logical light source.

Looking good though.

Posted: Sun Oct 10, 2010 10:30 am
by fug4life
Yeah, the grubs will justify areas of bright yellow/orange, true.

Posted: Sun Oct 10, 2010 4:43 pm
by Ranka
Nice looking.

Posted: Sun Oct 10, 2010 4:45 pm
by Azure Edge
I'm not all too great with disorienting maps, but I'm pretty confident that it's going to be funny as hell on the first few playthroughs or so.

Posted: Tue Oct 12, 2010 6:08 am
by Gary
I was thinking, your making the map out of mostly models, so maybe try throwing static reflectivity(cubemaps), phong and maybe rim lighting on the cave models to see how it comes out. Might be able to give it a more organic look.

Posted: Tue Oct 12, 2010 7:47 am
by fug4life
Added 3 pictures of the final antlion pods I was working on to first post.

And agreed gary tis a good idea.