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Here is a peek at another map I am working on. It showcases three main layers, a tunneled sub layer for Sabatuers, A heavily covered but open middle layer for close to medium combatents, and a open but littered with birds upper area for lookouts and snipers.
Please feel free to share your thoughts so that I can get this one released in the next week or two. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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looks like a mess
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Ha haa, that is what Hodge-Podge means. I must be on the right track in setting the mood then. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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Okay you might have the right mood setting but will it be easy to play? Those house's look like people could easily be caught in? And it kind of looks flat. Unless there is another level that I am not seeing.
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according to what he said yes. but that indeed look possibly weird to play, like after disaster. getting stuck on small obstacles is one of the most annoying thing when playing
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My too major fears for Hobo Hodge-Podge are that people will one, feel lost, and two, get stuck. I am doing everything I know how to avoid these potential dilemmas. In designing this level I am putting a lot of consideration into decisions regarding the kinds of issues that have been brought to my attention from critiques of my ‘Permission to Pass’ and ‘Suicide Heights’ maps. These two maps have strategies for both game design and level design that will hopefully re-surface in ‘Hobo Hodge-Podge’. Navigating around the terrain in ‘Suicide Heights’ can be difficult for new comers because the terrain is weird. In retrospect I discovered that, although originally intentional, it was channeled against the flow of gameplay. The floor was littered with all kinds of debris that the player would have to move around, slowing them from one area to the next. After a lot of play time, I have discovered that the Far Cry 2 Trend is for players to like seeing their destination from across the map and to be able to navigate straight there (obviously small obstacles in between). I intend in changing this trend through my maps and constantly find it refreshingly challenging to give the community a map that is different but familiar.
There is A LOT of terrain work being done to keep the flow intact and to keep players from making wrong turns or getting stuck. I want to say, all sticky spots and edges have been smoothed, but I am sure someone will find one somewhere. I can however say that there will not be too many problems navigating in the high traffic zones and very few in the lower traffic zones. Running through the level may look rough, but should play smoother then a baby’s bottom. ‘Permission to Pass’ provides a rich but repetitive textural environment that allows the level to be more open for long range weapon use but still provide camouflage for still players. As an unfortunate downside to this characteristic, new players often describe their experiences as confusing or mention feeling lost. Since, ‘Hobo Hodge-Podge’ is using a limited color palette throughout the entire level I have been experimenting with how I can make each area uniquely different , while still providing substance and theme. I am also experimenting with ways to direct players to different areas of the map. The bases for example have a lot of gravitational energy which will pull buildings and mounds in their direction. This is one way I hope to influence a new player to feel guided in a certain direction since it has proven useful in other levels I have created like ‘Neverhood’. Another way that ‘Hobo Hodge-Podge’ is similar to ‘Permission to Pass’, ‘Serpent Alley’, and ‘Suicide Heights’, is its use of tunnels. The level’s middle layer has a lot of surface to cover with gentle rolling hills from one base to the other but beneath it all is a pretty awesome tunnel system with straight shots from each corner to the maps middle. This should keep players from being out in the open as easy targets. Since this map is definitely something new, even for me, I am trying to reach out to the Map Making community to help me make it better. Let us put our heads together so that I can make the best heaping pile of trash ever! [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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I'd like to see what you have so far. I'm available during the evenings this week, from 4-8pm CST.
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i like the look....its kinda like a Dr Seuss setting with the angled buildings.
Just going by that picture though....is that mound of rubbish floating on that center building or just the play of shadows? |
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Ah, good old Dr Seuss! Those that have seen the level keep saying it feels like an amusment park because it is so un-wordly and different. I think Roadrunner cartoon or Dr Seuss is pretty accurate way of explaining it because it is very colorful. All the building and rubbish is grounded. No floating objects in this map. I haven't done any terrain texture work so in the picture the dark brown default ground texture looks like holes and shadows. I'll be sure to add more pictures in the following couple days. although it is using geometries, I have intended for what you see now to act as the terrain would in another map. Litte function beyond layout, height, and mood. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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So I got a little peek at the map last night and I must say it is looking and shaping up very nicely.It really has that vibe of being a Hodge Podge.
Oh and question, when will I'll actually be able to test it out? |
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By the way, thank you for helping me find holes and check the smoothness of the terrain for hick-ups and sticky areas. It is important for me to know that people are playing the game by some kind of imaginary rules. I try very hard to keep people from cheating and your effort does not go unnoticed. Since the community has gotten much smaller in the last couple months, it is nice to see hardcore (or at least dedicated) players still willing to help me make my maps better. Oh, I wanted to mention that the other day when I was giving you a sneak peak of Hobo Hodge-Podge, you dropped an idea that might be cool in the level. I am not sure if it was just subconscious thought or if you were hoping to directly influence my creating process. Great seed for brainstorming! In fact, I really liked the idea and added a neat section that travels along similar parallels. There might not be a place for hanging meat in this map but I have come up with something that will hopeful satisfy your weird obsession. [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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Anytime. The idea was just a subconscious thought really. Call it "half a sleep" thought.
Aww no hanging meats? Then what is the point? I think its because the meats are red. Whatever the case you maybe you can reconsidered and add a little meat somewhere. Anyways, the map is looking great. I can't wait for another run through the map again. |
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Sorry, there will probubly not be room for meats in this map. There will however still be objects hanging around the map. I am attaching some screen shots to show some of the new construction. Since the way of the land is a tad more organic feeling, I decided to go industrial... Hydraulic Fork Lifts for moving crates, barrels, and miscellaneous junk piles Cherry Pickers for moving large metallic objects like train parts and rusty cars [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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Definately appreciated, thank you. Thank you! 29,000 matches is quite a bit of game time. I would say you have also gotten your money's worth? [360] & [PS3] & [PC] Serpent Alley [360] Permission to Pass - FCMaps Honorable Mention for September '09 [360] & [PS3] Neverhood [360] Temporal Expansion [360] Suicide Heights - One-Grid Map [360] REVOLVER R3VOLU71ON [360] O i l A r s e n i c - FCMaps Map Of The Month for June '09 [360] Floodgate Projects [360] Hobo Hodge-Podge - 1st in Map Trilogy |
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