Looks nice, really changing to a direction other than most modders.
Hopefully, when I eventually learn to mod, properly, I'll try making my own death screams but until then, I'll settle for not doing that and enjoying other people's work.
Man, you really go all-out with your projects. It certainly looks impressive, and just based on your past work I'm sure the scripting (one of the parts I'm looking forward to the most) is already many steps above what we've seen before.
One small suggestion: If you're not finished with the modeling for this level, I'd recommend making a "transition" piece of sorts to go between the rock and metal tunnels. In the last screenshot I can see a few places where small bits of the metal floor stick through the rock and vice-versa. In a way, a new model seems like overkill, but at the same time I'm not sure that you could really move the objects around at all to solve the problem.
Hidden/Spoiler:
The rock bits aren't a huge deal; the little slivers only look a little unnatural. The floor piece is just one of those tiny, tiny details that bothers me. It takes the end result from perfect to just really darn good.
EDIT: Just for clarification, I'm not suggesting a new model just to cover up some tiny spots. I think it would look more believable and aesthetically pleasing in general.
[TFA]Padawan_Fighter wrote:
Interesting...maybe Kyle Katarn could star in this game? hm? hm? anyone?
Thats a good idea.Maybe as a friendly AI.
I doubt it; I'm sure Mav has the plot planned out in advance.
Yeah, he announced their names in the first post. Otherwise he was like "Hey, I wanna make some role playing maps, cause they're my favorite. And I'm gonna name them random names, then make the plot. Why? To confuse people!" Don't mean to be, mean(Hmmm?)if you thought I was...
[quote="YTF"][quote="masterfaa"][quote="[TFA]Padawan_Fighter"]
Interesting...maybe Kyle Katarn could star in this game? hm? hm? anyone?
Thats a good idea.Maybe as a friendly AI.[/quote]
I doubt it; I'm sure Mav has the plot planned out in advance.[/quote][/hide]
Yeah, he announced their names in the first post. Otherwise he was like "Hey, I wanna make some role playing maps, cause they're my favorite. And I'm gonna name them random names, then make the plot. Why? To confuse people!" Don't mean to be, mean(Hmmm?)if you thought I was...[/quote]
Give me a tiny bit of credit. I had the story planned out before I started the first map, and I don't plan on recycling protagonists or just making things up as I go along. And I don't make random names - almost everything (person, object, whatever) has some significance thought put into its name (if you paid attention in Aquilaris, there were a lot of references to video games, TV shows, etc.).
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Since it's really hard to show a lot of what I have with just pictures, I went ahead and threw together a trailer for the map. Again, I couldn't show a lot (because I don't want to spoil it), but you'll still see a couple of the types of puzzles in the platforming section and the beginning (and largely unfinished) to the stealth section.
Interesting video (and map, of course), the "teleportation" process produced by the grapple gun seems like an actual trip over the chasms, well done.
I thought of something, title is "Rebel Ops: The Vace Thermill Missions", does that mean there will be more maps in this saga after we are done with Vace? Just wondering, since you chose to state in the title that this is specifically Vace Thermill's part, it seems you are implying that there's more...
I've said this before, but that's truly amazing Mav
Not only have you created an entirely new world but also an entirely different type of gameplay within the swbf2 engine (one actually better than what pandemic did). Maybe as a struggling lua coder and modeler myself, I can appreciate all the hard work you've put into it.
Looking forward to the release, good luck finishing it up!
Oh, one suggestion, could you try bump-specular or env-mapping some of the textures? Diffuse-map-wise they look pretty good, but they are rather blandly rendered. I'm referring mostly to the ones in the hallway and on the blower fan.
RepSharpshooter wrote:Oh, one suggestion, could you try bump-specular or env-mapping some of the textures? Diffuse-map-wise they look pretty good, but they are rather blandly rendered. I'm referring mostly to the ones in the hallway and on the blower fan.
A lot of them are, but the lighting is so low you won't see anything (in terms of what you mentioned) unless there's a flash of light nearby. I may redo the texture or add some more detail to the model, but in terms of lighting effects a lot could be missed.
Sorry if you misunderstood me Mav. earlier. What I meant was, he said he Probably has the whole plot planned out. I was saying, that you did have them planned. And that you named the maps according what was going on in the story at that time. But if you hadn't then you named them pointlessly, and made it all up you as you went along.
But wow, what did the FAQ say?... Grapplling hooks don't work in BF2, but look at that sweet grapplin' action! I can already tell, I'll be very carefully jumping across those platforms, and slowly sneaking through those halways. Great work dude! I know technically it isn't a "grappling hook..."