Looks very nice so far. Agree about the top arm - it will need a massive counterweight on the other end to balance it out if you are going for an extending arm (see the big white block in the concept pic, though I think the arms extend out both sides looking at the cabling and I guess the counterweight must move across as well as it dumps stuff the other side?). I think I watched a program about that crane once - supposed to be the biggest in the world IIRC.
The W.I.P pics thread
Tip: Maybe you can use a door function to make the container move around on the crane.
Looking great so far
[QUOTE=Susefreak;220542]Tip: Maybe you can use a door function to make the container move around on the crane.
Looking great so far[/QUOTE]
thanks.
animations and general tweaking will be done when the map is finished. now i only work on the brushwork and a bit detailwork.
if the map will ever be finished i probably use the crane to be a mission objective, so you have to climp to the highest platform and push a button (or repair something at the top, something like that) and the crane starts moving.
anyways. i updated my blog with a few new screenshots from the crane.
btw: i actually try to simulate brink gameplay already i play this map with pm_jumpheight 256. so, in brink, only a light guy is supposed to reach the top of the crane. its actually pretty funny and exciting what new methods a leveldesigner has when considering brinks new movement technics.
first attempt to create a cargo freighter. needs to be scaled more i think. anybody with a cargo freighter prefab/model is very welcome
thanks.
small update:
some more detail work on the ship. ship is about 6100 units long. i dont know if i should leave it that long or even stretch more?! realisticly those freighters are much longer.
Why did you never mapped for QW before I want a playable map with this stuff! I already see the “sink the ship” objective by planting in say, 2 locations.
Quick tips for the cargo:
- add some ropes, like you find in any cargo @ harbor
- add rust : no cargo is clean like that
This will bring realism IMO
[QUOTE=Apples;220792]Why did you never mapped for QW before I want a playable map with this stuff! I already see the “sink the ship” objective by planting in say, 2 locations.
Quick tips for the cargo:
- add some ropes, like you find in any cargo @ harbor
- add rust : no cargo is clean like that
This will bring realism IMO[/QUOTE]
sounds good
need to check the rope idea. and i would have added tons of rust myself, but either etqw doesnt supply me with rust textures or i wasnt able to find them yet.
anyways.
i tried to fill the other side of the harbour. pretty simple right now, but also pretty big. on the screenshot in total view you see that the ship actually could get stretched a bit more.
considering the ship interoir to be obejctive centered this wont be a bad idea i think.
btw. there is a actually a water texture but you dont see it because the player is too far away from it.
phew. the realistic theme somehow moved into something more science fiction. the towers arent final yet, though. dunno where those are going.
pity that you dont get an idea of how freakishly big those towers are.
Looks like you’re having a good time
Try using a bit more textures or some decals, it gets a bit grey. Are you building just for the sake of building or do you have an actual map in mind?
[QUOTE=light_sh4v0r;220864]Looks like you’re having a good time
Try using a bit more textures or some decals, it gets a bit grey. Are you building just for the sake of building or do you have an actual map in mind?[/QUOTE]
yea, im planning a ship interior. so, basicly you can call it actually a map. theres still plenty of space where i can put stuff in. problem is, i cant do the scripting.
well, i didnt have mirrors edge in mind when i built those.
anyways. heres some movement in crappy quality.
increased pm_jumpheight 216 btw.
Plumber required to attach a class 4 stroyent filtre too human 1940’s piping for a fast growing food company creating a new plant in France.
Experiance IS prefered but not necessary as stroggification … err! sorry i mean training will be given. Gain experiance and be part of a team.
New tunnel objective. no more escorting tanks.
I’ll take the job, I have much experience installing stroyent filters in old drainage systems.