Echoe
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Re: Echoe
Posted by Crackerjack on Fri Dec 16th at 6:45pm 2005


Okay here is the other map. Another WIP. This one i spent more time on, none of the textures, detail and building brushwork are final (note the buildings appear to have no damage). What i personally like to do is work on gameplay first... then move onto detail... as I did with October. Havent started adding detail to it yet. Also this map is up for grabs to any mod that might think it fits theme. Basically these two shots are an atmosphere test and gameplay test, as you can see the layout below. Please dont mind the red dots they are there for me.

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Re: Echoe
Posted by Crono on Fri Dec 16th at 7:00pm 2005


That's the most boring looking city ever. No city has identical buildings spanning a block :P

But, other than that, the only thing that looks weird is that there seems to be buildings only on that block ... none past it (in the screenshot).

I'd suggest, getting some building screenshots and adding them in.

http://www.emporis.com/en/ (Lots of buildings there)

It can also be much bigger and still run smooth. Actually, tall ass buildings would be the key to doing that. <img src=" SRC="images/smiles/icon_smile.gif">



Blame it on Microsoft, God does.



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Re: Echoe
Posted by Dietz on Fri Dec 16th at 7:14pm 2005


Looks decent... seems like you should include the new textures, detail, and building brushwork before posting, if thats not what its going to look like...



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Re: Echoe
Posted by ReNo on Fri Dec 16th at 7:21pm 2005


I like the atmosphere, but as Crono said the buildings could really use some work. Another issue is that most streets aren't just straight roads with parallel buildings on either side; things like parks, bus stops, subway entrances, public squares, restaurant/cafe seating areas, etc... all help make a place more interesting. While it is true that many streets, particularly in America, are perpendicular to each other and run straight, it might be more interesting to deviate from that and make some of them run at angles, possibly meeting each other and providing a y-junction type point.






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Re: Echoe
Posted by Crackerjack on Fri Dec 16th at 7:36pm 2005


lol, once again this map is strictly posted for gameplay. Im not going to start making a beautiful map until i know the gameplay is going to work. Why put the time in it? Hence the repeating textures across the map and hence no sky map. There is no need for detail unless you know the map is going to work. And for the sake of all humanity i hope there are no identical buildings on one block. This will be released soon for playtesting soon, once im happy with the gameplay THEN will i start making it look good.





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Re: Echoe
Posted by Crono on Fri Dec 16th at 7:46pm 2005


We understand, but you can't give eyecandy and say, "But I'm not showing it to you for looks!" You should have waited until you had something for playtesting :P

I should have commented on the layout too, I guess.

It looks like you should have one more connection, going out the "top" (of the overview picture) that connects all the roads, just to make it more accesable.

What are you planning for vertical gameplay? Lots of rockets on billboards I hope <img src=" SRC="images/smiles/icon_smile.gif">

buildings too.



Blame it on Microsoft, God does.



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Re: Echoe
Posted by reaper47 on Fri Dec 16th at 8:04pm 2005


I actually like the look of it already. To be honest I don't expect American downtown settings to be much more than big buildings with shiny windows. Although some brighter detail spots would be nice for the buildings on the very left and right of the screenshot.

I'm trying to get a feel for the scale. If this map is really as big as I imagine it to be it could even need more connections. Running through a straight street for more than 10 meters or so can be quite stressful for the player (that bad stress you wouldn't expect from players).

A building somewhere in the middle where you can access the roof is absolutely necessary IMHO. I would badly miss it if I'd play the map an there wasn't one!




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Re: Echoe
Posted by Captain P on Fri Dec 16th at 8:11pm 2005


The layout looks a bit too stretched, most area's have just two real connections with other area's. Some have more, but are connected to themselves. I'd say, add a connection between the two upper left dots, otherwise that circular path in the upper most-left dot is probably just useless.
Anyway, you'll need playtesting to see if it works or not indeed, I can only tell what I think about this layout right now. <img src=" SRC="images/smiles/icon_smile.gif">

As for the first screenshot... that's nice un-broken windows in a war-torn street, mate. <img src=" SRC="images/smiles/icon_biggrin.gif">






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Re: Echoe
Posted by ReNo on Fri Dec 16th at 8:19pm 2005


Layout kinda lends itself to some objective / team based gameplay by the looks of things, given that it's almost rotationaly symmetrical. The extreme corners might be easy to camp given there are only two entry points, and that may make it seem wise not to put anything too powerful in there, but on the other hand if you don't put something like that there it will probably not see much traffic in deathmatch gameplay. Probably ideal spots for power weapons with no ammo to support them, thereby making those areas first ports of call as opposed to areas to hold. Anyways, just mumbling <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Echoe
Posted by reaper47 on Fri Dec 16th at 8:38pm 2005


like reno said, the two outer spots (that look like bases/starting points) are ok for power weapons. Just make sure there are enough entrances/cover to avoid camping. I don't have a problem with the "2 bases" layout even for deathmatch as long it's open enough to make camping difficult enough.

But anyway, I was thinking of one more thing regarding layout. Try to add an "appendix" to the corners of the streets So they look more like a T or a cross in layout than a 90? corner. This is always good to make sure there's enough cover.




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Re: Echoe
Posted by Crackerjack on Fri Dec 16th at 10:16pm 2005


Okay I will release this map tonight and its current layout for you guys to run through, there is no weapon placement yet. but I have to fix lighting in some of the areas because they are just to dark.





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Re: Echoe
Posted by Dietz on Sat Dec 17th at 9:12am 2005


Assuming that we're judging the gameplay of the map by the screenshot (??), I'd say it looks to be pretty linear throughout the map. This isn't a problem in some cases where a maps' layout has some alternative method of accessing other portions of the map other than just the main hallways (you might try teleporters, varying height levels, lifts, etc. This gives the map a unique flow, which doesn't really seem to be present here, it seems like you would just constantly be chasing one another around buildings... or I suppose you could camp...



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Re: Echoe
Posted by Crackerjack on Sat Dec 17th at 1:57pm 2005


Good points dietz... I believe I just might scap this or hold on to it for something else.... LOLZ!





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Re: Echoe
Posted by ReNo on Sat Dec 17th at 2:26pm 2005


I'm sure you could salvage bits and pieces and use what you have to turn it into a more flavour full gameplay experience <img src=" SRC="images/smiles/icon_smile.gif">







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