Mandruska: Island

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Mandruska: Island

Post by Fiodis »

Right before Thanksgiving weekend, where I would've had four straight days of sweet modding, a faulty download from Microsoft sent my modding/gaming computer into a vegetative state. As a temporary replacement I have a PC that can't run any 3D app for its life. I'm hoping to get a better one for Christmas, but until then, I have no functional copy of BF2.

But is that an excuse to stop modding?

I managed to get ZE up and running through 3D Analyze. Taking a break from my other projects (I still haven't recovered the files yet anyway), I decided to get into some good ol' ZE object placement and make a simple environment. I could use the practice at placing props. To that end, I dug up some of my old preliminary sketches from when Islands was a contendor for the December contest. Choosing one I liked, I opened up my half-dead ZE and got to work.

Mandruska: Island


The globe of Mandruska is an overwhelming blue. The planet is covered in shallow seas and crystal waters. At sporadic intervals, islands poke above the cyan waves. The trees are lush, the air is humid, and the sunsets are lovely.

Unfortunately, it lies right on a major hyperspace route on the border of CIS and Republic space. The two factions both dispatched forces to set up colonizational posts there.

Thus was the stage set for a violent showdown in the center of a tropical Eden.

*Thanks to Omega for the pics.
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image
Image
Image
Image
To do:
  • AI Planning. Joy, won't that be fun?
  • Properly position sun on the horizon, to make a realistic sunset - I'll probably do this last, when I find a way to get BF2 to work, as it will involve heavy trial/error cycles.
  • Put in skydiving trooper. That's right - skydiving troopers! :) When you spawn as one of these, you'll spawn way up high over the island, and be able to skydive down to any drop point you want. This will be used by the AI. They will also have a Dark-trooper-esque jump pack.
  • Guerilla mode - Seperate game mode with a disabled minimap, stealth-equipped units, knife-melees, etc.
That's the state of affairs, as it is. Enjoy.
User avatar
EraOfDesann
Jedi Admin
Jedi Admin
Posts: 2170
Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:

Re: Mandruska: Island

Post by EraOfDesann »

Looks very pretty. :)
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: Mandruska: Island

Post by kinetosimpetus »

cool :D
Blade117
Command Sergeant Major
Command Sergeant Major
Posts: 293
Joined: Thu Nov 26, 2009 9:10 pm
Projects :: No Mod project currently.
Location: location, location

Re: Mandruska: Island

Post by Blade117 »

I like the skydiving troopers and Guerilla mode ideas. I hope they work out.
User avatar
JawaTrooper
Private First Class
Posts: 79
Joined: Mon Jan 26, 2009 8:35 pm

Re: Mandruska: Island

Post by JawaTrooper »

looks like hawaii :yes:
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Mandruska: Island

Post by YaNkFaN »

looks very nice fiodis did you hand place the foliage though (maybe add some foliage using the ze foliage tool if you haven't otherwise great looking map)

also planning and barriers looks like a doozy for this one cheets
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Mandruska: Island

Post by Fiodis »

The foliage is, indeed, foliage, not props.
Null_1138
Jedi
Jedi
Posts: 1192
Joined: Thu Oct 16, 2008 4:05 pm

Re: Mandruska: Island

Post by Null_1138 »

Curly Q foliage there, eh? :lol: Jk, I like the ambiance - best part of a map IMO.
Nova Hawk
Banned
Posts: 4089
Joined: Mon Sep 22, 2008 3:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: MW3 BF3

Re: Mandruska: Island

Post by Nova Hawk »

Very pretty map, Fiodis. But will this map have custom sides other than the skydiving trooper??
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Mandruska: Island

Post by Fiodis »

Nova Hawk wrote:Very pretty map, Fiodis. But will this map have custom sides other than the skydiving trooper??
No. I'm somewhat fond of the stock setup.
Nova Hawk
Banned
Posts: 4089
Joined: Mon Sep 22, 2008 3:17 pm
Projects :: No Mod project currently.
Games I'm Playing :: MW3 BF3

Re: Mandruska: Island

Post by Nova Hawk »

:( This map would be even greater if it had customs... but if you don't want to, then I'm fine with it.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Mandruska: Island

Post by Fiodis »

I don't want to spend longer than December working on this, so what I'm focusing on is mainly visual. By this I mean skins as well, so yes, those will be new; but setup-wise it'll all be stock.

If I don't get a new PC for Christmas this might change, as I would have a lot of time on my hands.

EDIT - A note on the foliage: the Curly Q is not the only plant in abundance on Mandruska. The second variety of foliage is visible far left in the 4th pic from the bottom.
User avatar
Delta-1035
Sith Master
Sith Master
Posts: 2651
Joined: Mon Aug 04, 2008 10:32 am
Projects :: TOR GCWII GCW1035 BF1035
xbox live or psn: Johnny_Sciroppo
Location: Pizza Land

Re: Mandruska: Island

Post by Delta-1035 »

Nice map fiodis, looks very good.

And i like the Guerilla mode idea. :thumbs:
User avatar
Nihillo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1548
Joined: Sun Jan 04, 2009 9:53 pm
Location: Brazil

Re: Mandruska: Island

Post by Nihillo »

Wonderful visuals and interesting ideas. The ground does look a bit too dark in the inner areas of the island, but that could be just the lighting.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Mandruska: Island

Post by Fiodis »

That is just the lighting, but that's no excuse. I'll look into it.
User avatar
General_Nate
Lieutenant General
Lieutenant General
Posts: 689
Joined: Sun Jun 28, 2009 4:01 pm
Projects :: None because BFII is not working
Games I'm Playing :: Minecraft
xbox live or psn: No gamertag set
Location: 127.0.0.1

Re: Mandruska: Island

Post by General_Nate »

Wow, that's very nice! Looks fun, I can't wait for the release!
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: Mandruska: Island

Post by Darth_Spiderpig »

Very nice evening feeling you got there, good work.
Keep it up, Fiodis. :thumbs:
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Mandruska: Island

Post by DarthD.U.C.K. »

looks good amd it would be even better if the groundtexture would fit the plants/enveronment and the plantskins among each other better
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Mandruska: Island

Post by Anakin »

looks a bit like Kashyyyk and felucia in one map
:thumbs:
User avatar
carfanaticphil
Rebel Sergeant
Rebel Sergeant
Posts: 219
Joined: Thu Jul 24, 2008 10:58 am

Re: Mandruska: Island

Post by carfanaticphil »

I think it looks lovely :thumbs:
Post Reply