Author Topic: Trenchwar Vietnam  (Read 1554 times)

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Offline fishfood

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Trenchwar Vietnam
« on: February 04, 2007, 09:06:21 pm »
I've been working on this for most of today.  It's my first real Soldat map.  I've tried before, but failed miserably.  This one's going much better.  I'm creating some of my own scenery too, all in MSPaint.

Here's what I have done so far:


The main hill isn't totally finished.  I need to add some shading here and there.  I think it looks pretty good.  I need some more foliage on the top left slope.


I have some rice paddies that go down the side of the mountain.  Lots of fun to hide in the rice and the rushes on the retaining banks.


This is the bravo base.  Two M113 APCs that I got off a model site.

I basically just have to add the other side of the hill and tweak some stuff.  More rice paddies to be added on the other side, along with the red base at the bottom.

Any feedback would be great!  Tell me what you think, what I should add, etc.  All comments appreciated!

Btw, it looks better in game with the anti aliasing and stuff that happens when you play.

Thanks! 
« Last Edit: February 04, 2007, 09:09:41 pm by fishfood »

Offline Keron Cyst

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Re: Trenchwar Vietnam
« Reply #1 on: February 04, 2007, 10:59:30 pm »
Nice scenery. Stretch the polygon textures; it's just boring to look down and see the texture of the polygons repeated perfectly over and over again throughout the entire map. The background colors also don't match; they should be a bit grayer, and darker.
I think the APCs are a bit too bright in color, and the first one should be put a bit more into the ground (kinda looks weird how it's balancing on the center of its treads like that :P)

Offline fishfood

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Re: Trenchwar Vietnam
« Reply #2 on: February 05, 2007, 12:34:24 am »
Thanks for the ideas.

Hill finished, I think.


Better?

How is the bgcolor? 

I'm not sure how to stretch the texture...whenever I do it it just looks similar, but badly smeared, and you can see the outline of the polygons really easily...tips?
Thanks for the comments!
« Last Edit: February 05, 2007, 12:35:55 am by fishfood »

Offline Keron Cyst

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Re: Trenchwar Vietnam
« Reply #3 on: February 05, 2007, 12:45:44 am »
Yeah, the BG color is very nice now. :) Just select points where a bunch of vertices converge, use the Texture Tool, and drag it a bit in some random direction. Rinse, lather, repeat...

Offline TeaBag

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Re: Trenchwar Vietnam
« Reply #4 on: February 09, 2007, 10:49:48 am »
i wouldn't use the scenery (bg) with 100% opacity (if it's behind the player)... ;)

Offline Will

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Re: Trenchwar Vietnam
« Reply #5 on: February 09, 2007, 11:01:05 am »
Or just move the polys with the move tool and you'll get a similiar effect. What suits you better...

Offline zyxstand

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Re: Trenchwar Vietnam
« Reply #6 on: February 15, 2007, 09:01:16 pm »
Hey i dunno if that's the point of the map but it got me thinking about that idea:
Let there be various long stretches where people can actually hide and it's a bit slower-paced.  if a player wants to move from one long hideable stretch to the next they have to climb a small hill thus exposing them for a bit till they reach the next level.  It'll be helpful to sneak sometimes and adds more strategy/diversity to the game.  If a tw map is built so that the only option for players is to "push" the enemy rarely will anything be accomplished.  Really, over half of the caps are due to unbalanced teams temporarily.
And I know it's unlike virtually all TW maps (perhaps except stalingrad) but what about adding a few more ways that are somewhat separated to also further increase strategy/diversity?  Otherwise teams will only push the enemy and the fun gets lost too fast...
Can't think of anything original to put here...