• All GTA2 maps
    120 replies, posted
[URL=http://img163.imageshack.us/img163/8875/57608018.jpg][IMG]http://img163.imageshack.us/img163/8875/57608018.th.jpg[/IMG][/URL] ----------------Old post:------------------------- A few hours ago I got a stroke of genius. So simple but yet beautiful and versatile: All three GTA2 maps converted into one Gmod map. Do they fit into the boundaries? Yes, the maps have 256 x 256 blocks. The Source map boundaries are 32768 x 32768. So each block can be 128 x 128 units big which is not 100% realistic (the streets are a tad to small for the vehicles) but that shouldn't matter when you can get a giant Gmod map with an interesting structure. The three maps would be placed on top of each other and they would be connected with teleporters. But before I really embark onto this project, I have to get sure that I'm not wasting time and effort again. Here are some first pics of what I made within three hours: [URL=http://img697.imageshack.us/img697/8660/gta20000.jpg][IMG]http://img697.imageshack.us/img697/8660/gta20000.th.jpg[/IMG][/URL][URL=http://img36.imageshack.us/img36/74/80161056.jpg][IMG]http://img36.imageshack.us/img36/74/80161056.th.jpg[/IMG][/URL][URL=http://img5.imageshack.us/img5/1631/gta20002.jpg][IMG]http://img5.imageshack.us/img5/1631/gta20002.th.jpg[/IMG][/URL][URL=http://img529.imageshack.us/img529/3909/52634876.jpg][IMG]http://img529.imageshack.us/img529/3909/52634876.th.jpg[/IMG][/URL][URL=http://img707.imageshack.us/img707/5397/95434012.jpg][IMG]http://img707.imageshack.us/img707/5397/95434012.th.jpg[/IMG][/URL] [b]Note[/b] that there are no textures or props because I use SketchUp to map so I have to get the geometry done before I can move on and place textures and props in Hammer. Of course it'll look much better with textures and details. I could export and use the original textures but I'd like to create new, similar ones. Details like windows, doors, railings and stuff would be modeled or placed with overlays. There's a lot of stuff to be done. Tell me if it's a waste of time and I will go back to my other projects.
Oh my. :h:
[QUOTE=DasMatze;24629137]The three maps would be placed on top of each other and they would be connected with teleporters.[/QUOTE] Why does everyone steal my ideas right before I implement them? To all the people rating me dumb... It was a joke. I wasn't serious.
Outstanding idea! Keep on with the good work!
I like it!
I love you. Please finish and release this.
[QUOTE=Zally13;24629231]Why does everyone steal my ideas right before I implement them?[/QUOTE] If you havn't implemented them then he didn't steal them :v: Now get to work on GTA4, a joke of course. Great job.
[QUOTE=Rombishead;24633733]If you havn't implemented them then he didn't steal them :v: Now get to work on GTA4, a joke of course. Great job.[/QUOTE] If someone managed to even do a high detailed Times square then I think I would be happy enough :smug:
I love you Daz
Thanks for the comments! It seems there is some interest in this. @Zally13: I know how you feel. ;) I worked on the first textures: [URL=http://img543.imageshack.us/img543/6159/46665283.jpg][IMG]http://img543.imageshack.us/img543/6159/46665283.th.jpg[/IMG][/URL][URL=http://img638.imageshack.us/img638/7326/98985935.jpg][IMG]http://img638.imageshack.us/img638/7326/98985935.th.jpg[/IMG][/URL]
Move the block atleast 512 units from the edge of the Hammer grid otherwise it won't compile.
No, it doesn't need to be 512. There must be at least 1 free unit. I will cut away 32 units, so there's 16 for the skybox and another 16 of free space.
[QUOTE=DasMatze;24637988]No, it doesn't need to be 512. There must be at least 1 free unit. I will cut away 32 units, so there's 16 for the skybox and another 16 of free space.[/QUOTE] Fair enough! I was only relaying information I've been told, I just tested it myself then and it didn't seem to have any problems, it must have been with older versions of the engine.
Try and include the sound: Kiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiilllllll Frenzy!
:buddy::flashfap:
[QUOTE=Zally13;24629231]Why does everyone steal my ideas right before I implement them?[/QUOTE] Do Grove street from GTA3,and possibly surrounding areas :buddy: I'm sure a lot of people would like that!
This. Sounds. Sweet. I can't remember much of the game though. Looks like an excuse to play it again. :dance:
[QUOTE=hawx;24634605]If someone managed to even do a high detailed Times square then I think I would be happy enough :smug:[/QUOTE] I can! In udk :smug:
[QUOTE=Korro Bravin;24639502]Do Grove street from GTA3,and possibly surrounding areas :buddy: I'm sure a lot of people would like that![/QUOTE] Grove street is in Los Santos. GTA3 takes place in Liberty City. Wat.
[QUOTE=DeanWinchester;24642836]I can! [/QUOTE] :hurr: [QUOTE=DeanWinchester;24642836]In udk :smug: [/QUOTE] :eng99:
[QUOTE=Korro Bravin;24639502]Do Grove street from GTA3,and possibly surrounding areas :buddy: I'm sure a lot of people would like that![/QUOTE] I was talking about the teleporters in tunnels, I had this idea a couple of days ago. :frown:
I didn't know Sketchup models could be exported to hammer brushes. Anyway, keep up the good work on this map! it's great to have freeroaming maps like these.
[QUOTE=simkas;24642910]Grove street is in Los Santos. GTA3 takes place in Liberty City. Wat.[/QUOTE] GTA3 SA then :hurr:
Kill Frenzys can be done by putting a weapon on the map, and after the player gets this weapon, spawn some NPCs to kill with a amount of ammo, if it fails because of the time-up, the player loses the weapon, but can also try again by picking the wapon again.
[QUOTE=Korro Bravin;24646890]GTA3 SA then :hurr:[/QUOTE] There is no 3.
[QUOTE=Lt Kyle;24650069]There is no 3.[/QUOTE] Technically GTA3, VC, SA, LCS and VCS are all under "GTA3:"
@Matsilagi: Believe it or not, but I thought of the same thing today. Even though without picking the weapon (but with combines that appear in a dropship or zombies that you must shoot with a mounted gun). And when I think of it, I realise that it'd be possible to put whole missions into a map like this. But that's nothing I will ever achieve in the next months. But once the first district is done and can be released, I will put a lot of secrets and easter eggs into it. @Aphtonites: You can use it for modeling and mapping. People underestimate it. The best program is always the one you can handle best. And I'm very experienced with SketchUp. I use it instead of Hammer because it's more precise, better for curved shapes and you always work in the 3D view. I don't want to know how many times I where lost in the 2D views in Hammer. This is what it looks like now: [URL=http://img816.imageshack.us/i/19959239.jpg/][IMG]http://img816.imageshack.us/img816/3166/19959239.th.jpg[/IMG][/URL] Not much more because I lost time recreating the street textures four times. This is what it looks like in SketchUp: [URL=http://img837.imageshack.us/i/25441700.jpg/][IMG]http://img837.imageshack.us/img837/8527/25441700.th.jpg[/IMG][/URL] The point where the axis meet is the origin = the center of the map. As you can see not even the streets of one quarter of the map are done. It'll be huge. And this is a test to see whether I was right when I thought that the limits aren't actual limits: [URL=http://img822.imageshack.us/i/64772742.jpg/][IMG]http://img822.imageshack.us/img822/2324/64772742.th.jpg[/IMG][/URL][URL=http://img707.imageshack.us/i/48896111.jpg/][IMG]http://img707.imageshack.us/img707/3547/48896111.th.jpg[/IMG][/URL] (about 170% of the "allowed" vertices) Does anybody know how to get rid of those edges? A tiny bit of the texture repeats at the edges: [URL=http://img163.imageshack.us/i/36101852.jpg/][IMG]http://img163.imageshack.us/img163/15/36101852.th.jpg[/IMG][/URL]
[QUOTE=Legend286;24650172]Technically GTA3, VC, SA, LCS and VCS are all under "GTA3:"[/QUOTE] I win :buddy:
This is very cool. Oh but what I would do for just a few blocks of the GTA IV map exactly replicated in source.
You will hit the engine limits before even one level is complete.
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