• The 1 week MOD challenge
    3,506 replies, posted
What classes where you thinking? Just the regular ones like soldier, engineer, sniper etc?
[QUOTE=turtlehead;27937981]Donno if it's any good or not but I have this old thing lying around: [img_thumb]http://filesmelt.com/dl/Sentries3.png[/img_thumb] It's untextured and not even compiled into source but I'm not using it for anything so... yeah.[/QUOTE] Those look awesome.
Can you elaborate more on this generator room?
JLea, we [b]Demand[/b] more information. Please.
[QUOTE=GameDev;27938402]JLea, we [b]Demand[/b] more information. Please.[/QUOTE] He's offline, just wait.
[QUOTE=P1X3L N1NJA;27938369]Can you elaborate more on this generator room?[/QUOTE] Honestly, if his inspiration is from Tribes, the best bet is to READ UP ON THE GAME. The generator works to power base defenses and equipment selectors. If it's going to be class based, it's probably going to power minor security systems and permanent turrets. With it destroyed, the enemy team has an easier time getting to the flag. It can be repaired before or after being destroyed, same as the permanent turrets, to get everything back online. Edit: Usually also powers base lights, and red emergency lights pop on after the generator goes down. But I'm not sure how much of this he's planning on coding for 1 week worth of work.
[QUOTE=Lijitsu;27938594]Honestly, if his inspiration is from Tribes, the best bet is to READ UP ON THE GAME. The generator works to power base defenses and equipment selectors. If it's going to be class based, it's probably going to power minor security systems and permanent turrets. With it destroyed, the enemy team has an easier time getting to the flag. It can be repaired before or after being destroyed, same as the permanent turrets, to get everything back online. Edit: Usually also powers base lights, and red emergency lights pop on after the generator goes down. But I'm not sure how much of this he's planning on coding for 1 week worth of work.[/QUOTE] So would it be logical to say that the Generator room can go in each teams base?
Alright, I am just gonna base my map on what you're saying, which is good because I already had a big room for the generator to go in.
I'm having lotsa fun designing this place with jetpacks in mind
I can animate.
[QUOTE=P1X3L N1NJA;27938685]So would it be logical to say that the Generator room can go in each teams base?[/QUOTE] The generators are typically in each base, yes, or a small out-lying base depending on how the map is set up. There's generally 2 or more generators per base, and they power that team's defenses/utilities. Some maps in Tribes had small outposts closer to the enemy base - Tribes was almost entirely outdoors, aside from when you were in the relatively small bases, and had incredibly large map areas - that would sometimes have some minor indoor turrets, an equipment changer or two, and one generator to power them. Edit: To give modelers an idea of dimensions on the Tribes generators, as I recall they were about chest high and something like 6 foot in diameter. I'll try and find some screenshots. Obviously, they can be the height of a peanut and the width of the moon if that's what you want, but this is just how Tribes had theirs set up. Edit 2: Can't find any good screenshots. Also from what I found out, the original Tribes and Tribes 2's generators might've been different in appearance, I'm getting most of my info from Tribes Aerial Assault/Tribes 2.
[img_thumb]http://i186.photobucket.com/albums/x282/icemaz/a_map0000.jpg[/img_thumb] Light spots everywhere.
Are there any models made yet for guns? [editline]8th February 2011[/editline] We gotta add this gun [img]http://oi52.tinypic.com/ngaoo8.jpg[/img] You gotta ask Dog-gy for it though
[img]http://gyazo.com/f8acb9b1f2568c4074024dc605c5a50c.png[/img] [b]SWEET BABY JESUS[/b] c
[quote=gamedev;27940642][img_thumb]http://gyazo.com/f8acb9b1f2568c4074024dc605c5a50c.png[/img_thumb] [b]sweet baby jesus[/b] c[/quote] What the fuck did you do! For some reason ive got a fetish for octagonal doors.
Hammer just crashed and I lost 90 minutes worth of work :bang:
I just pooped this out, I'm feeling uninspired but speedy tonight :3 [IMG]http://i711.photobucket.com/albums/ww115/IIHazard/Battlesuits.png[/IMG]
[QUOTE=DainBramageStudios;27940923]Hammer just crashed and I lost 90 minutes worth of work :bang:[/QUOTE] After reading this I instantly saved, do you plan to redo it or are you in a state of "Fuck this shit why do I bother"
[QUOTE=Ihazard;27940953]I just pooped this out, I'm feeling uninspired but speedy tonight :3 [img_thumb]http://i711.photobucket.com/albums/ww115/IIHazard/Battlesuits.png[/img_thumb][/QUOTE] ninja scuba diver class :)
[QUOTE=P1X3L N1NJA;27940973]After reading this I instantly saved, do you plan to redo it or are you in a state of "Fuck this shit why do I bother"[/QUOTE] Wasn't a particularly productive 90 minutes. Mostly just fiddling around with vertex edit to get the shape of a particular room, which I could redo in about 5 minutes now.
Not sure what to make of this [img]http://gyazo.com/d95549e1f301ce19a19a4ebc2a6b48d3.png[/img] [b]QUICKLY SOMEONE, IDEAS![/b]
For some reason my map is compiling but isnt loading the game to run it.
Do you want the artstyle to be realistic or cartoony? Serious or silly? And why are the two teams fighting? Game show? Pointless war? Military training exercise?
Haha holy IHazard you're a machine. Nice work, I got to sleep and we already have a player model :v: The art style is supposed to be... easy to make + simple. I like the simple colors on the scuba player model. Yeah, the way generators work is they power base equipment. There are various entities I'll code today (func_forcefield) for instance that will go down when the power goes down. Here's my coding list for today [list] [*]Get the power system working [*]Get a HUD up and running [*]Add more deployables [*]Add a few new weapons [/list]
After a few hours ive finished the "skeleton" if you will of my map. As in this is about as minimal as youll get without losing the layout. [img]http://i261.photobucket.com/albums/ii67/commander_crazy27/1weekmodchallenge6.jpg?t=1297209773[/img] 1 [img]http://i261.photobucket.com/albums/ii67/commander_crazy27/th_1weekmodchallenge3-1.jpg[/img] 2 [img]http://i261.photobucket.com/albums/ii67/commander_crazy27/th_1weekmodchallenge4.jpg[/img] 3 [img]http://i261.photobucket.com/albums/ii67/commander_crazy27/th_1weekmodchallenge5.jpg[/img] 4 This ones a bit awkward as it was taking from the room ive labeled 5 as the room was too small to show the idea of the vent. [img]http://i261.photobucket.com/albums/ii67/commander_crazy27/th_1weekmodchallenge2-1.jpg[/img] 5 [img]http://i261.photobucket.com/albums/ii67/commander_crazy27/th_1weekmodchallenge.jpg[/img] And the other side of the map being symetrical is the same, I also didnt take a picture of the far north room as its just a room with a door. I got a bit of inspiration from Wizard on Halo CE and a map I cant remember the name of in goldeneye. Be as critical as you want about it. Call it shit I wont mind its not like its my pride and joy.
My suggestion is to make it alot more open. When I upload the SVN (today sometime) you'll see quickly you can traverse those maps. [editline]9th February 2011[/editline] Also, think risk + reward. For instance, there might be a huge bottomless pit with a floating island in the middle. If you time your jetpack right you can get to it, if not you fall to your death.
[QUOTE=JLea;27942613]My suggestion is to make it alot more open. When I upload the SVN (today sometime) you'll see quickly you can traverse those maps. [editline]9th February 2011[/editline] Also, think risk + reward. For instance, there might be a huge bottomless pit with a floating island in the middle. If you time your jetpack right you can get to it, if not you fall to your death.[/QUOTE] I see what your saying, its a bit closed for a Jet pack. Ill see what I can do, it will probably mean overhauling it completely but I enjoy using hammer. I might change it completely to be outdoors.
So do we know what the weapons theme will be? Will it be cartoony versions of weapons (TF2) or tacticool?
I wouldn't say "cartoony" but think futuristic stylized. Perhaps like portal? Flat colors with maybe a few texturing so we can get the weapons out quickly. [editline]9th February 2011[/editline] [img]http://cache.kotaku.com/assets/resources/2008/03/face3-1024.jpg[/img] See something like that (but with a bigger middle) would be sick. You have the risk of falling off in the middle, but you can always fly back up.
[QUOTE=JLea;27942734]I wouldn't say "cartoony" but think futuristic stylized. Perhaps like portal? Flat colors with maybe a few texturing so we can get the weapons out quickly.[/QUOTE] So, Monday night Combat minus the cartoony style?
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