• New York based city survival horror map design
    22 replies, posted
Hello, everyone. I and some other guys are making a server which is open-worlded but without RP. We are making a New York inspired map (tall buildings, their style of architecture, etc. for inspiration), but we are in need of someone who will be able to draw us a map, so we know where to place what. In short: we are looking for someone who can think of a stragetically base/house/apartment block design for the map, so it will be balanced and won't look as random as if we are placing the buildings randomly. It is a zombie survival map, which is at least as twice as big as EvoCity, so you will have to think of it as if you were to survive in a big city with a zombie infestation. Please respond with a private message on Facepunch, or add "Killazz112" on Steam if you would like to know more about this.
Good luck making a dense city the size of EvoCity with enough detail for enterable buildings.
[QUOTE=NotExactly;34198832]Good luck making a dense city [b]TWICE[/b] the size of EvoCity with enough detail for enterable buildings.[/QUOTE] Fixed. You guys got a LOT of work ahead of you if that's what you plan to do.
[QUOTE=TrioriGaming;34198661]Hello, everyone. I and some other guys are making a server which is open-worlded but without RP. We are making a New York inspired map (tall buildings, their style of architecture, etc. for inspiration), but we are in need of someone who will be able to draw us a map, so we know where to place what. In short: we are looking for someone who can think of a stragetically base/house/apartment block design for the map, so it will be balanced and won't look as random as if we are placing the buildings randomly. It is a zombie survival map, which is at least as twice as big as EvoCity, so you will have to think of it as if you were to survive in a big city with a zombie infestation. Please respond with a private message on Facepunch, or add "Killazz112" on Steam if you would like to know more about this.[/QUOTE] Evocity was pushing god knows how many limits when it was released. Please do a bit of research into the engine. You have half a mile cubed to play with, and a map that detailed will stress the engine to the point of breaking. Oh, is anyone else bored of zombie invasions?
I always prefer small towns to huge cities, it gives it a darker feel to it. Plus I live in Cornwall and we don't really have cities, just fields and farms. [editline]13th January 2012[/editline] And pasties.
[QUOTE=TCB;34199213]I always prefer small towns to huge cities, it gives it a darker feel to it. Plus I live in Cornwall and we don't really have cities, just fields and farms. [editline]13th January 2012[/editline] And pasties.[/QUOTE] Dammit, now I want pasties.
Ever heard of multiple servers running parts of the map? :)
What's the fun in downloading up to ten parts of maps and joining a different server everytime?
[QUOTE=TrioriGaming;34200016]Ever heard of multiple servers running parts of the map? :)[/QUOTE] So it will be like deus ex 2...walk through a door, oooo, 5 mins loading screen.
[QUOTE=TCB;34199213]I always prefer small towns to huge cities, it gives it a darker feel to it. Plus I live in Cornwall and we don't really have cities, just fields and farms. [editline]13th January 2012[/editline] And pasties.[/QUOTE] You aren't missing anything, I live in a big city in America. Enough said. [editline]14th January 2012[/editline] By the way OP you should keep the idea downscale it, and make it more creative, like ickypop, i learned everything from that map
Yet another person who has no concept of the amount of time and effort it takes to map, let alone map something as big as this. Like others have said, EvoCity pushed nearly all limits. Going twice this just won't be possible with Source engine.
[QUOTE=Meekal;34278759]Yet another person who has no concept of the amount of time and effort it takes to map, let alone map something as big as this. Like others have said, EvoCity pushed nearly all limits. Going twice this just won't be possible with Source engine.[/QUOTE] I don't think he wants the map, just the plan.
[QUOTE=IronPhoenix;34281663]I don't think he wants the map, just the plan.[/QUOTE] It's just like lazy kids. They want to pass school, they plan to study, but after a days work, they give up and forget it.
This would be hard on the Cryengine, let alone the Source Engine.
[QUOTE=Johnny Guitar;34319767]This would be hard on the Cryengine, let alone the Source Engine.[/QUOTE] It would be fairly easy on the cryengine, udk, unity, it's just that source is starting to show its age.
I will submit one building if i can put pictures of all the first born children ive stolen.
[QUOTE=IronPhoenix;34320976]It would be fairly easy on the cryengine, udk, unity, it's just that source is starting to show its age.[/QUOTE] It honestly wouldn't cowards and portals are a bitch, so you have to first create all the models for every single building, make the interiors and then optimize, with the way evocity was set up. If he wants 2x that in the cry engine with zombies, it would be very difficult.
[QUOTE=Johnny Guitar;34326595]It honestly wouldn't cowards and portals are a bitch, so you have to first create all the models for every single building, make the interiors and then optimize, with the way evocity was set up. If he wants 2x that in the cry engine with zombies, it would be very difficult.[/QUOTE] That's the way every game engine works...well, apart from source because it is special and uses brushes.
[QUOTE=IronPhoenix;34326882]That's the way every game engine works...well, apart from source because it is special and uses brushes.[/QUOTE] It is, but its easier to use brushes for a project like this. However with a project like Crysis 1's islands. I'd stick to the Cryengine. The amount of time, exporting the models, reassembling them and then having to put in portals and vis area (Witch is next to impossible in that engine) Also, unless you optimize it properly in the cryengine. You're going to have a lot of polygons rendered. Even though Crysis 2 is in New York, you cant enter most of the buildings. In evocity, pretty much everything was able to be entered.
[QUOTE=Johnny Guitar;34327295]It is, but its easier to use brushes for a project like this. However with a project like Crysis 1's islands. I'd stick to the Cryengine. The amount of time, exporting the models, reassembling them and then having to put in portals and vis area (Witch is next to impossible in that engine) Also, unless you optimize it properly in the cryengine. You're going to have a lot of polygons rendered. Even though Crysis 2 is in New York, you cant enter most of the buildings. In evocity, pretty much everything was able to be entered.[/QUOTE] Source is better for close in environs, its what it was designed for. It was not designed for something as large as evocity, if you are talking engines (not sure why as he is not running a cryengine gmod), cryengine would be better for open world terrain, udk and unity are bother faily versatile too...hell, squad have used unity to make a solar system.
[QUOTE=IronPhoenix;34328503]Source is better for close in environs, its what it was designed for. It was not designed for something as large as evocity, if you are talking engines (not sure why as he is not running a cryengine gmod), cryengine would be better for open world terrain, udk and unity are bother faily versatile too...hell, squad have used unity to make a solar system.[/QUOTE] All I'm saying is that its really unlikely that no matter the engine, this would be very hard to do and run like shit. Cryengine is very hard to get buildings in game, were in the source engine its a few clicks and a compile away. Take these buildings from my game for example. [IMG]http://i.imgur.com/HILqb.jpg[/IMG] [IMG]http://i.imgur.com/JiuZ3.jpg[/IMG] [IMG]http://i.imgur.com/YqEKX.jpg[/IMG] [IMG]http://i.imgur.com/WG0hX.jpg[/IMG] The top 3 buildings are still in the process of being textured, while the last one took quite a bit to actually get it into the engine. In the source engine, you could get similar results in a few hours. But then you run into problems with optimization. Cryengine would be more suitable, however even if it is more suitable it does not mean that it would run a map of this scale, with the ability to enter everything such as most roleplay maps. Every engine has its drawback, and its strength. Source's strength's is the ability to create a complex facility that focuses on the indoors. Such as black mesa, Cryengines specialty is more for creating large outdoor environments, IE. Crysis 1 and 2. I see exactly what your saying and I agree with you, I'm just saying that it would be easier to assemble the buildings in source, but easier for outdoors in the cryengine.
As i said, never used cryenegine, but udk and unity it is fairly simple. Save as .fbx and import :)
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