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Topic: [Preview] Nazi Bunker |
Necroshine |
General Member Since: Jun 27, 2006 Posts: 50 Last: Mar 28, 2007 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Tuesday, Aug. 22, 2006 01:36 am |
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http://img242.imageshack.us/my.php?image=shot0007vx3.jpg
http://img224.imageshack.us/my.php?image=shot0009gm6.jpg
Just a few pics of a hallway on my level. I used a window texture in place of a light texture in those shots. I don't believe there is any light textures in game.
I used bevels in the ceilings to get some fake arches in the map, and bevels in some of the corners too. Not sure if I'm going to bevel every single corridor corner, though.
That small alcove goes downstairs to either barracks or a small room with a generator in it. Not sure yet.
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batistablr |
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Preferred PLUS Member Since: Jul 13, 2005 Posts: 2066 Last: Dec 23, 2015 [view latest posts] |
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Necroshine |
General Member Since: Jun 27, 2006 Posts: 50 Last: Mar 28, 2007 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Tuesday, Aug. 22, 2006 04:31 am |
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http://img165.imageshack.us/my.php?image=shot0001lm7.jpg
Heres a shot of a small barracks you'll find in my map.
To answer your question, Batistablr, I have no friggin idea!!
My best guess is the underground level , construction wise, will be about a month. I don't have to go back to work til Friday, and don't have much planned in real life for this week. I'm shooting for the warehouse and and living quarters to be done this week. Then, I'll start sketching the labs and hangar area. Then, its above ground w/ terrain... nothing fancy, but it'll set the mood.
I'm assuming Thanksgiving or Christmas if I can figure scripting out. If not, I'll turn this into a Multiplayer Map.
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Necroshine |
General Member Since: Jun 27, 2006 Posts: 50 Last: Mar 28, 2007 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Wednesday, Sep. 13, 2006 03:52 am |
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::Update::
Well, its been 3 weeks or so since my hardrive got fried. Was playing COD1 on Happy Penguins Foy server and it crashed, my PC went down too. After reinstalling windows, I ran into Internet problems and had to resintall again!! So, I lost everything and needed to start over.
I mapped out 90% of my entire map so all I'm doing now is copying what I mapped out, minus the detail of course. So, back to square one!
Here's a shot of the first room you'll enter. the alcove to the left is going to be where the elevator drops you off from the farmhouse.
This is a hallway in the living quarters area.
I'm using the design in my previous post as the deeper levels of the base. This part is more bunkerlike. Not as Top Secret-ish.
http://img165.imageshack.us/img165/7435/shot0027dp5.jpg
edited on Sep. 12, 2006 11:54 pm by Necroshine |
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Ricsta |
General Member Since: Jun 10, 2004 Posts: 933 Last: Nov 27, 2014 [view latest posts] |
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Necroshine |
General Member Since: Jun 27, 2006 Posts: 50 Last: Mar 28, 2007 [view latest posts] |
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Necroshine |
General Member Since: Jun 27, 2006 Posts: 50 Last: Mar 28, 2007 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Thursday, Sep. 21, 2006 12:23 am |
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Some more Pics
First off, I added in Ambient light to the worldspawn. I still have to tinker with the entities themselves now. The shots are a hair on the dark side but not too bad in game.
First shot.
This is the same hall in my previous post just with the ambient light. Just to use as a comparison.
http://img63.imageshack.us/img63/2678/shot0045sl1.jpg
Second shot.
This is where i add in the bottomless pit ala Quake, Dooms, and Jedi Outcast. I made a rail system that is just high enough to look realistic but you CAN jump on it if you wish to do a suicide leap if you want to. All my railings are that way. I made a small alcove on the ceiling with a criss crossed brush pattern just for some simple eye candy.
http://img53.imageshack.us/img53/1982/shot0049vt2.jpg
Third shot.
This came out of the blue. I wanted to make something with pipes. I found a model of a russian railstation holding tank and
stuck a few pipes on it. I then made a large tank from 1 cylinder and 2 cones, and the base from endcaps.
Honestly, it looks like a giant still
I may loose the beveled roof and change the wall textures to something more solid. There's a craplod of patches in that one room and compile times suffer. But it looks really cool !
Your seeing it from the little office area.
http://img237.imageshack.us/img237/156/shot0050mm1.jpg
edited on Sep. 20, 2006 08:25 pm by Necroshine |
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batistablr |
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Preferred PLUS Member Since: Jul 13, 2005 Posts: 2066 Last: Dec 23, 2015 [view latest posts] |
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Necroshine |
General Member Since: Jun 27, 2006 Posts: 50 Last: Mar 28, 2007 [view latest posts] |
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Category: CoD2 Map + Mod Releases Posted: Monday, Oct. 16, 2006 03:35 am |
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Update 10-15
http://img133.imageshack.us/my.php?image=shot0061ni0.jpg
Shot of a catwalk/bridge in one of my bottomless pits. The 2 pipes lead into a larger tank. This " idea" cuts across the map in a few areas.
Had a boatload of duplicate plane errors, ....... alot. Figured out what I did wrong and re-edited the map. Lost alot but gained a much cooler looking design.
Above ground level is totally scrapped. Concentrating on bunker only from here on in. |
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Altheim |
General Member Since: Oct 13, 2005 Posts: 29 Last: Mar 15, 2008 [view latest posts] |
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