• EvoCity 3
    647 replies, posted
The map that never dies is back. I have finally entered full production on EvoCity 3. This map has been in the works for some time. Now I finally have the plan together to really get started with construction. This new map will be more detailed and more organized than any other previous EvoCity map to date. This new city of cliffs is being built from the ground up. No more v55x_v4b1_p_x33 nonsense. Keep in mind all these screenshots are work in progress. I have mainly been working on the shopping area which is being pushed out of the downtown and into it's own area. There will still be some shopping downtown but it will mainly be housing, nightclubs, and corporate type office towers. Just like the previous Evo's the map will be divided into separate areas, suburbs, industrial, downtown etc. Farms will be added as well. EvoCity will retain its focus on driving and realism. Elevators will hopefully be improved. Alternate methods of getting up tall buildings will be added this time in case of fire / elevator failure. I will also look into resets for elevators which will be in some sort of machine room. I am going to be focusing a lot on custom content. My goal is to have at least 80% custom content in this map. The new KFC has 12 new models just on its own and I am still not done. [B]Planned shops and restaurants.[/B] ________________________________ KFC Taco Bell The High Rise restaurant 2 gas stations probably different companies. Shopping center with multiple shops some decorated some not. 8+ stores. Ducky's Ice Cream Big Bill Hells used cars. Farm supply shop. Hardware Store PC Store. Target(I have designed it but don't know if I will have space to add it.) Grocery Store (not cub) Usual staples minus gun shop. More details coming soon for other sections. Open to more ideas from you all. The Government Center will be returning bigger and and better than ever before. My co-mapper is working on that once again. Emergency services that are not in the government center are the hospital and fire station. These will be separate structures in other areas of the map. MTL will be coming back. I will be basing it off of the one in v4b1 with some alterations. A few structures from EvoCity 2 will make a comeback. Mainly the suburbs houses which will be improved upon. Now for the part most of you are waiting for... pictures. [img]http://i.imgur.com/7qgU0OG.jpg[/img] [img]http://i.imgur.com/RdXPaZq.jpg[/img] [img]http://i.imgur.com/xlPKLsn.jpg[/img] [img]http://i.imgur.com/gnUdJMZ.jpg[/img] [img]http://i.imgur.com/bfI6UWx.jpg[/img] [img]http://i.imgur.com/JM5krbk.jpg[/img] [img]http://i.imgur.com/ciobnaO.jpg[/img] Please post feedback,ideas,criticism. I like posts more than ratings.
Amazing I've been playing evocity iterations for years and this is the best looking one yet really digging that hospital
More freight options please? More industry buildings but spread out. Give me a purpose! (Trains?)
Looks fantastic
Oh baby.
Oh my god, stop being so perfect :suicide:
The suburbs and emergency services building look excellent.
evocity3_v995p_b4a2build5200_rc195_public will be the proper name im sure
Cool to see you're onto the next big thing!
[QUOTE=Kickin Balls;46587817]More freight options please? More industry buildings but spread out. Give me a purpose! (Trains?)[/QUOTE] I am not sure about trains. If there is any rail system it will probably be some sort of light rail. I plan to spread the industry buildings out quite a bit. Kind of like how EvoCity2 was. Most other areas of the map will be in the basic zones as I mentioned. I am not sure what type of industries to add. I will try to make them all truck accessible. I do plan on adding loading docks to many buildings as well. That way there is places to pick up and drop off. MTL will still continue to act as a hub of sorts.
Any rec area/lake/pond planned?
[QUOTE=Sgt.Sgt;46593739]I am not sure about trains. If there is any rail system it will probably be some sort of light rail. I plan to spread the industry buildings out quite a bit. Kind of like how EvoCity2 was. Most other areas of the map will be in the basic zones as I mentioned. I am not sure what type of industries to add. I will try to make them all truck accessible. I do plan on adding loading docks to many buildings as well. That way there is places to pick up and drop off. MTL will still continue to act as a hub of sorts.[/QUOTE] You could add a layered map system. Make the trucks to go to a docks and then another docks on the other side, and a map below that with some factories.
Lots of custom content isn't necessarily better. The biggest issue I had when releasing rockford was trying to upload it to the workshop. I had to split the content from the map itself to get it to upload. Use custom content but reuse elements in different areas to cut back on downloads One thing that I personally dislike about your evoicty maps is the sloppy environment. Your brushwork is amazing and very detailed. I love it. However when it comes to the environment (lighting, fog, 3D skybox, etc) all your current maps lack in it. Evocity 2 was ok with the lighting but the HDR wasn't toned right on it. Do you plan to focus more on that in this version? I understand you need to keep optimization in mind. Both Rockford and Paralake use a simple yet effective way to optimize on top of areaportals, hints, etc. The FarZ is set lower (Rockford specifically 5,000 units) and there's a lower quality version of the map in the 3D skybox so it doesn't have that cut off appearance. I'm looking forward to seeing the final product.
Amazing.
Please, make the roads longer to get to places if you can, love the map iterations over the years but it only takes me 10 seconds to drive around them
Statua, the issue at the time was our computers at the time evocity2 was released. I think the compile times where somewhere in the range of about a day to compile the entirety of the map with HDR. Ill let sgt verify that claim though. This time around we both have better computers. Im certainly not running on my Athlon XP 2600 with a Radeon 9200/x1650 running off the AGP bus and 1536MB of DDR400SDRAM. Not sure what Sgts current build is like (i know its a bit dated and could use a little more oomph), but if the additional power is needed I may be able to supply.
Absolutely gorgeous looking. +1
Cant wait how sexy it will look with day and night!
Is there going to be an improved area around the industrial district(s)? I remember on EvoCity 2, there was a huge hill to the MTL area and it was impossible to have trucks get up it. Is this going to be existant in this, or will there be something else?
Looks gorgeous! I'm especially interested in the layout. Will it be more or like the same as the other evocity's or will it have different (more) roads etc? Also i've always loved to see a circuling railroad around the map and maybe some water so you can actually use boats and trains, but I don't know if you can fit it in. [QUOTE=TheSenDest;46598626]Is there going to be an improved area around the industrial district(s)? I remember on EvoCity 2, there was a huge hill to the MTL area and it was impossible to have trucks get up it. Is this going to be existant in this, or will there be something else?[/QUOTE] Also this please, still in many and also beautiful maps no big trucks fit properly or get stuck in garages.
Looks insanely good, loving it! Also please take advantage of displacement roads and not superstraight everywhere
I'm kinda wondering if a small airport could be added. I don't mean the big type that's found in Left 4 Dead, but something more like an air field with a depo. Mainly for RP or Story telling reasons.
holy jesus im dreaming
If an airport is added, I'd probably only expect it to be for looks, or even in the skybox. Could even be a spawn point.
Looks amazing! But please, for the love of lords, don't make it so fucking huge you need 60+ players to make it feel alive on a RP server
Are the boundaries still going to be those flat rock faces or is the final revision going to have a little more effort put into them? Keep in mind I haven't played an evocity map for a long time so I don't know if you've yet done this. [editline]29th November 2014[/editline] [QUOTE=Medevila;46594189]Any rec area/lake/pond planned?[/QUOTE] A small park would be cool.
At least make it compatible with atmos (lights up when night etc). Good luck with it.
[QUOTE=Statua;46595375]Lots of custom content isn't necessarily better. The biggest issue I had when releasing rockford was trying to upload it to the workshop. I had to split the content from the map itself to get it to upload. Use custom content but reuse elements in different areas to cut back on downloads One thing that I personally dislike about your evoicty maps is the sloppy environment. Your brushwork is amazing and very detailed. I love it. However when it comes to the environment (lighting, fog, 3D skybox, etc) all your current maps lack in it. Evocity 2 was ok with the lighting but the HDR wasn't toned right on it. Do you plan to focus more on that in this version? I understand you need to keep optimization in mind. Both Rockford and Paralake use a simple yet effective way to optimize on top of areaportals, hints, etc. The FarZ is set lower (Rockford specifically 5,000 units) and there's a lower quality version of the map in the 3D skybox so it doesn't have that cut off appearance. I'm looking forward to seeing the final product.[/QUOTE] Workshop isn't even in my mind when it comes to this. The map will be released as a large addon on here. Like every other EvoCity. I find workshop really detracts from the release of a project. There isn't much feedback, giving a map a thumbs up or down doesnt really judge it's reception well. I like to hear from people and have discussions. When it comes to the custom content. I want my map to be unique, not just another map that is 90% base hl2 or css textures. I have been staring at them for nearly 10 years now I need new new new. People may complain about file size or download size but I really don't care. Also you are right it doesn't make a map necessarily better however in this case I feel it does. I wouldn't be able to pull of the structures I am doing if it wasn't for new models, textures and sounds. I plan on working on the skybox issue. I saw it personally as a non issue. The sneaky way of keeping a map rendering by doing what you said is neat but it's not a necessity. My fog FarZ will be set higher than 5000 mainly because the downtown area has such tall buildings. Tallest being almost 45 stories tall. (pictures coming soon hopefully) [QUOTE=AIX-Who;46596581]Please, make the roads longer to get to places if you can, love the map iterations over the years but it only takes me 10 seconds to drive around them[/QUOTE] I plan to. EvoCity 2 took a while to drive around. It is difficult to pull off long distances on such a small grid with now what I feel are very limited resources. I am attempting to stretch things out more. I know this is going to really piss some people off but EvoCity was designed primarily for driving. So yes I will try to fulfill this request to the best of my abilities. [QUOTE=TheSenDest;46598626]Is there going to be an improved area around the industrial district(s)? I remember on EvoCity 2, there was a huge hill to the MTL area and it was impossible to have trucks get up it. Is this going to be existant in this, or will there be something else?[/QUOTE] Industrial will be spread out down the main road and down some side roads. Also the hill road in EC2 isn't hard to get up. The problem is certain car addon producers need to figure out what low end torque is. All my trucks and materchris' trucks will get up that hill no problem. I tested my phantom by stopping it mid way up the hill with a very heavy load and moving the truck forward to make sure it could get up. My international 2674, yankee, mule etc can all get up there. Even my shitty ZIL 130 can drag shit up that hill. I know TDM's and SGM's trucks can't pull it off. Unfortunately that is something they need to fix. [QUOTE=Donkie;46599147]Looks insanely good, loving it! Also please take advantage of displacement roads and not superstraight everywhere[/QUOTE] Thanks. I do plan to make the roads curvy. However straight sections are important too. [QUOTE=Glaber;46600733]I'm kinda wondering if a small airport could be added. I don't mean the big type that's found in Left 4 Dead, but something more like an air field with a depo. Mainly for RP or Story telling reasons.[/QUOTE] I am not sure on this. I may do something like this but I am not sure due to skybox constraints not everyone will asssume it is just for RP purposes. Then will proceed with the usual complaining that it is pointless because it doesn't allow for actual planes. [QUOTE=Magman77;46603799]Are the boundaries still going to be those flat rock faces or is the final revision going to have a little more effort put into them? Keep in mind I haven't played an evocity map for a long time so I don't know if you've yet done this. [editline]29th November 2014[/editline] A small park would be cool.[/QUOTE] There will be cliffs in the city of cliffs, I am going to try to minimize it but we will see what happens. Map boundaries always come nearly last of my priority list. That is why every evo has been cliffs. I plan on adding a park. I appreciate all the suggestions and feedback. Keep it coming. Sorry for taking so long to respond to everyone. Been a busy weekend.
[QUOTE]Industrial will be spread out down the main road and down some side roads. Also the hill road in EC2 isn't hard to get up. The problem is certain car addon producers need to figure out what low end torque is. All my trucks and materchris' trucks will get up that hill no problem. I tested my phantom by stopping it mid way up the hill with a very heavy load and moving the truck forward to make sure it could get up. My international 2674, yankee, mule etc can all get up there. Even my shitty ZIL 130 can drag shit up that hill. I know TDM's and SGM's trucks can't pull it off. Unfortunately that is something they need to fix. [/QUOTE] Understandable, and that sounds like a pretty cool plan. Thank you for the reply!
Make the bulk of the airport (runway and all that) part of the skybox. Make the waiting area the spawn. Thus giving taxi drivers more reason to be a taxi driver. You could have planes coming in and out of the airport. You could make one land, 'taxi' to the airport passenger arm wings or whatever they're called, wait there for 1 minute, back out, and go fly again. No-one even needs to "board". Just a waiting room in a skybox airport. :> That's how I'd do it anyway.
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