MechWarrior: Living Legends
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Author Topic: Map designer, map maker (later)  (Read 1780 times)
Chaoswolf
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« on: May 05, 2008, 11:46:00 PM »

howdy!

Name: Wyatt Willson aka ChaosWolf
Age: 18
Position: Map design, maker (later)
Past Projects: Neophyte here, fresh for the slaughter, and revival in your image.
Ties to 'Mechwarrior: ... everything!
Other commitments: School (highschool), and a part time job.

finally got around to this... Im currently an in progress learner for SB2, i have worked in Maya, and i know large amounts about trick to make height maps and nice terrain. Below are links to some of my in progress stuffs (most are overhead shots of maps and layouts)
im more of an idea man, but i'll be good and useful in a few weeks, more so if i get help from the current map makers.

RED PENTAGON: CLAN MAIN BASE
RED SQUARE: CLAN OUTPOST
BLUE PENTAGON: IS BASE
BLUE SQUARE: IS OUTPOST

Map 1 aka the Craig
http://i226.photobucket.com/albums/dd214/lordchaoswolf/1.jpg

Background: On the border of the Periphery the Clans first immersed. They struck savagely at any planet and decimated the local forces. On a little known planed aptly named "The Craig" a local garrison delt a major blow to clan moral as the locked down the invading Jag's for over a month. Broken terrain and pit falls made not only the garrison dangerous, but the planet as well.

Environment: Welcome to cliff and dead fall wonderland. Rough broken terrain makes movement difficult for even the most skilled of pilots, areo or otherwise. A large valley between outposts is the primary center for conflicts. Dont be surprised when you see a jump able LRM boat launching from the top of one of those mountains however. Loss of their outpost would be devastating for either side. The clans would be boxed in and forced to fight a battle against a more maneuverable opponent. The IS would hafta wade through dangerously open waters in order to reclaim their out post.

Flow: Large amounts of combat is expected on the shores and in the surrounding valley. Don't be surprised when high ground is taken, or a strike force of fast jump able 'Mechs attacks you command post. Multiple routes allows for dynamic combat that can eb and flow in many directions.

Map 2 aka Iron-sides
http://i226.photobucket.com/albums/dd214/lordchaoswolf/2.jpg

Background: Clan's love nothing more then to have Trials of Possession's. In a core ward planet, a raging battle is fought on a asteroid that is not much more than a solid chunk of iron and frozen liquids. The Clans desire the FR's rechages station, and the battle for it is to be staged on this ozone less hell hole.

Environment: Nothing much more can be said than: asteroid. Literally a frozen chunk of iron floating far orbit of the sun, this is a soldiers nightmare. No ejections without death, and no chance of surviving in a EVA suit in hot combat. Gravity is low, and thus makes flight, and missiles trick things to handle. Power amour and tanks are rare, as the nature of the environment prohibits use of them in large amounts.

Flow: The IS takes the high ground, and the Clans take the compact low ground. While the high ground may make bombardments easy, its is rugged terrain and rather difficult to traverse. The clan zone is much more maneuverable, but is open to attack from multiple directions. Expect this to be a grueling uphill battle for the clans, and a desperate holding maneuver by the IS. Areospace assets are limited (nothing other than fighters), but very dangerous as there is very little natural cover.

Map 3 aka Paradise (my favorite map so far)
http://i226.photobucket.com/albums/dd214/lordchaoswolf/3.jpg

Background: No one ever expects the Clans to make a double blind jump through uninhabited space, and no one even dreamed of them striking at a paradise planet. Expecting a easy victory, the Clans met a rude shock when they landed and were confronted by the 12th Acturian Guards. They had been on planet for R&R, but 2 days warning is more than what this front line unit needed to create a base and outpost of operations.

Environment: To be simple the islands were a paradise before the conflict. Large tropical islands dominate the map with a few scattered sandbars and chains. Miniature forests and great beaches are abound, as is deep oceans. Everything about it screams "RELAX!", until the crack of PPC fire and rumble of LRM fire tell you otherwise. Roughly Earth climate hanging bleow a yellow sun, its easy to see what this was a resort planet.

Flow: Everything from Brutal up close fights to long rage slaughter can be expected  out of this map. Volts and fighters scan the waters looking for fresh blood. There is too much cover for effective attacks against land driven forces, but the open waters mean easy targets. Both sides are situated on equivalent islands, and many dangerous sandbar "roads" exist between them. Once battle lines are formed they can be broken by a rouge squad taking the initiative and flanking from an different sand bar. Its going to be bloody, and its going to be great.

Map 4 aka Blue Blood (may have seen this before)

Background: Cianos, or simply known as the "Blue Blood" planet, has gathered much in the way of fame in the recent years. As home to the Blue star Irregulars, it is almost a popular place as Outreach (the Wolfs dragoons planet). The planet gains its nickname from a dark blue star that tinges the planet in blue. Due to their recent success against the Clans, the Jade falcons have decided to land and make an example of them. Upon spotting the incoming drop ships the local militia prepares to mount a defense at their out post long enough for the Irregulars to come out in force.

Environment: The Blue star homeworld didn't get the "blue blood" nickname without reason. A low hanging Blue star drapes the map in eire shadows. It is even so intense that the red of blood is replaced with an evil blue. The map is centered on the edge of water, and consists of mostly rolling, grassy hills. Trees scattered about provide a minimal of cover in route to the major cities. In all regards if you are caught in the open on the field, your an aerojocks dream target. However the shading of blue cast by the sun provides camouflage from high flyers, and forces them to fly near the ground to identify targets. A large city sits near the militia outpost and is expected to be the larges concentration of combat, until one side or the other pushes the enemy out of it. Two other smaller cities are located to the north of the IS base and south of the Clan base. A dangerous route over the water can be taken, as it has a sand bar leading from one end to the other, but if your caught, you have no cover.

Flow:Flow Is very simple, fast and furious out in the open, and nasty short ranges in the cities. Most forces are expected to go for the city (objective or something), but some (light mechs/fast hovers) can rush north from IS base and try to go across the shallow sand bar to attack the clan base directly. Most of the terrain is relatively open, rolling hills and such, but the clan base has got a serious high ground position, but no direct routes to cities or the sand bar. Areospace assets will mostly be used to harass units in the open, and secure the sand bar (both teams). Inf are going to hafta hitch a ride because of the vast open areas with little tree cover (trees are scattered across map). Mechs and tanks are going to need to be on air watch out side of cities, and on defensive inside of cities due to harassing inf.

Map 5 aka Red Wall
http://i226.photobucket.com/albums/dd214/lordchaoswolf/5.jpg

Background: The planet of Redwall is very similar to Mars in the Sol system, with one chief difference: Hydrogen. Just below the Copper/Nickle surface, vast quantities of fusion fuel away the taker. Discovered in an uninhabited sector both IS and clans move to take it for their war efforts.

Environment: Mag-scans are useless, and cliffs are an all to common sight. temperature is about 60C ambient, and the atmosphere is 60% CO2. When not watching where he is headed a 'Mech jock is likely to stumble upon a hydrogen vent or bubble, causing excess damage to his 'Mech. The only reason there are people even on this planet is those dangerous pockets, and its going to cost alot of lives to keep them.

Flow: The map consists of several bottle necks, and grueling open plains. The terrain is rugged enough that Areospace is going to have issues making attack runs, but not crowded enough to make them a poor choice of combat vehicles. Expect hardened heavy equipment at the bottlenecks and fast runners for flanking and sniping maneuvers.

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well thats all i have got for now... im currently in progress on the Paradise map, and would love to be of assistance, or just given pointers from you guys. leme know ok?

[EDIT] ok now then... terrain,textures,roads,bridges,vegetation, i now have a strong grasp of (as far as i can tell). still trying to figure out clouds, and nice buildings other than the junky prefabs....
« Last Edit: May 06, 2008, 03:28:38 PM by Chaoswolf » Logged

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Chaoswolf
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« Reply #1 on: May 06, 2008, 07:46:32 PM »

hehe... uh.... i guess this can be counted as a bump... just trying make sure im not being ignored and all... im sure you guys are busy... get to me when its convenient for ya.
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« Reply #2 on: May 06, 2008, 11:51:46 PM »

No need to bump, it flags new posts and you are on top of the list anyways...























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death_grin
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« Reply #3 on: May 07, 2008, 12:40:01 PM »

yeah the layouts overall look good, are you ready to show us any shots of the map in the editor yet?  Or do you want to work more on it before I give you some ideas and suggestions.

**Heres a quick bit of advice- no jungle maps unless you have a unique idea.  Try downloading the exodus pine tree package off of crymod and you can use those trees in your map if you want.
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« Reply #4 on: May 07, 2008, 02:02:17 PM »

I know that you guys want to shy away from jungle maps, but would there be any reason not to have a fungus, themed jungle?  Here's a pic of what I mean



So instead of jungle trees it would be more accurate to use mushrooms and other fungus fauna included to make an alien landscape.

I have no intentions of attempting to make this up myself, through lack of education, but I was just curious if you guys are wanting to avoid heavily forested areas for a reason or is it you're just tired of jungle?
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Chaoswolf
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« Reply #5 on: May 07, 2008, 03:32:54 PM »

yeah the layouts overall look good, are you ready to show us any shots of the map in the editor yet?  Or do you want to work more on it before I give you some ideas and suggestions.

**Heres a quick bit of advice- no jungle maps unless you have a unique idea.  Try downloading the exodus pine tree package off of crymod and you can use those trees in your map if you want.

well frankly i dont even know what u guys really even want... all the maps are in the editor... but aren't much more than roads,blocks, and vegetation.... frankly the greatest thing for me to see/get (not required) would be a map from you guys.. even a cast off would work... i jst need something of a gist of an idea. As i haven't had much experience on how theses maps play out i don't really know how to work it.
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« Reply #6 on: May 07, 2008, 03:48:45 PM »

Anyone got Aaron's old Heatwave map? Could give him that to play with and see what he comes up with..
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« Reply #7 on: May 07, 2008, 03:55:55 PM »

*sniff sniff*  Do I smell the makings of an informal contest?  Grin
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Chaoswolf
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« Reply #8 on: May 07, 2008, 04:04:06 PM »

Anyone got Aaron's old Heatwave map? Could give him that to play with and see what he comes up with..

0_o trial by fire... i like it Smiley no pun intended Smiley .... ims still a novice when i comes to most aspects of the game.... i jsut need a reference, and maybe building models so i don't just have blocks acting as representatives... stupid solids
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Chaoswolf
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« Reply #9 on: May 07, 2008, 04:51:28 PM »

well heres a pic of it in progress

http://i226.photobucket.com/albums/dd214/lordchaoswolf/pic1.jpg

thats the IS base and nearby resort village (everything will be detailed eventualy)... stupid solids... frankly i don't know if im out of proportion, and what the hell i need here i need it.... man i wish i had some good buildings to use....

edit: WHOA... ok my scale is just a LITTLE off... too me a long time to run around the base (and the resort buildings are huge...hmm hotels..... gebus i need a reference....
« Last Edit: May 07, 2008, 05:01:08 PM by Chaoswolf » Logged

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« Reply #10 on: May 07, 2008, 05:29:45 PM »

In my opinion, you should do what you want.
One thing we really need of people is for them to take initiative and guide themselves, teach themselves, and share the knowledge with everyone else.

We don't want the maps looking like Crysis with Mechs.
The power of this engine, and the creativity of the human mind should be enough (with proper interest and education, of course) to let you do whatever you want to do. I've seen many extremely out-there maps with older game engines, pushing the boundaries of immersion and creating a better suspension of disbelief.

Think outside the box while also keeping gameplay in mind as you work. Read some articles on good level design and make sure you understand the type of gameplay you're going for. Is it a Trial of Annihilation map? Is it a Solaris Arena map? How should the ebb and flow of battle go? Will there be enough diversity to keep it from being cookie-cutter? These questions should pop into yer brainz and you should have a good grasp of what your map will be.

Don't worry about the details too much at first. Make sure everything works and gameplay around your primitives is fun and balanced. Set up all the essentials, to create good gameplay for your particular map, then hash in the details. Have fun with it! The best part about this stuff is it's alot of work, but it doesn't feel like work because you are always playing. I am anyway.

Good Luck.
Looking forward to updates.
« Last Edit: May 07, 2008, 05:35:13 PM by Defender » Logged

Chaoswolf
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« Reply #11 on: May 07, 2008, 09:43:49 PM »

well.. as for playing....AI is evil... and i have no intent of making it for this map

http://i226.photobucket.com/albums/dd214/lordchaoswolf/isoutpost.jpg

as for my bases for now im just going to keep them empty... as more advanced map makers are bound to make better buildings than i am... im happy with blocks then substitute for the real goods.

The Lovers three bridges

http://i226.photobucket.com/albums/dd214/lordchaoswolf/loversthreebridges.jpg

meet the nightmare gauntlet of my little paradise. 1.5-km long bridges (3 mech wide), are going to be a blood bath until cover can be reached on the other islands.... this map isnt going to be great for 12 or less people.... got to be 36+ as taking and storming the bridges is going to require teamwork from all branches of the army Smiley
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« Reply #12 on: May 08, 2008, 09:26:10 AM »

Do you have any design documents or pre-production for a map like this?  Have you planned out the flow of combat and the bottlenecks created by the geography? 
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« Reply #13 on: May 08, 2008, 09:58:36 AM »

I think its this one?
http://i226.photobucket.com/albums/dd214/lordchaoswolf/3.jpg

In your second screen  shot if you aren't already thinking about it I would suggest having very shallow water between that small island and that large one.  Then make the area around that marshy.  Also I know that this is at a fairly early stage but keep in mind that the world isn't flat and subtle changes in the terrain make for more interesting battles.


Also those bridges look no where near 3 mechs wide (comparing to the trees) , you need at least 10m per mech.  Also note that you will need anything that a 'mech is to pass under to be 15+meters high (2m for infantry)
« Last Edit: May 08, 2008, 10:01:53 AM by death_grin » Logged

Chaoswolf
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« Reply #14 on: May 08, 2008, 10:17:32 AM »


In your second screen  shot if you aren't already thinking about it I would suggest having very shallow water between that small island and that large one.  Then make the area around that marshy.  Also I know that this is at a fairly early stage but keep in mind that the world isn't flat and subtle changes in the terrain make for more interesting battles.

(heh.. these maps arnet flat at all... as im still dinking around with the editor, i have tons of things i can still do) the water is already shallow, and its not going to be bridged, as for making it marshy.. hell i dono what it is im really doing... im just doing what feels good.

Also those bridges look no where near 3 mechs wide (comparing to the trees) , you need at least 10m per mech.  Also note that you will need anything that a 'mech is to pass under to be 15+meters high (2m for infantry)

call it an excuse but those trees are roughly double size... as for the bridges... they are currently place holders (not to size) until i can bring up the courage to hit the adjust Highfield with the roads.... crashed my comp the first time i tried Smiley


i haven't made a flow and geo bottleneck map yet.... after i get back from school i'll make one up and post it.

Do you have any design documents or pre-production for a map like this?  Have you planned out the flow of combat and the bottlenecks created by the geography? 

i have preproduction stuffs... most are crappy little drawings and bad concept pictures (im a really crappy artist)
design documents? (remember i=noob). I designed the geo for multiple firebreaks and a back door to most situations. i'll post the flow map soon.

« Last Edit: May 08, 2008, 10:22:44 AM by Chaoswolf » Logged

ITS 'Mech not Mech... you see that damned thing in front?! USE IT.... 'Mech is shortened from BATTLEMECH.... i hate u all... HA!
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