INS_shipyard

extremelyhotsauce

EGO Addict
Joined
Nov 27, 2009
Messages
1,295
Let me start off with, I know, I suck at mapping. Oh and btw these pics are old. Ima get some more

Updates: Holy crap, screwing around with some fog console commands I managed to get my fog to look more like darkness, also made the lighting better.

I am know taking simple floor plans of warehouses and storage facilities. Should be one level (a small platform on the inside like a walkway is ok)


ins_shipyard is quick map I made. I was going for an arica harbor look.


So at about 6am this morning I am playing Arica Harbor on BC2 on ps3. We are at the last objective and have like 20 tickets left. Then someone in my group that I THOUGHT was afk said over mic "Lets go, (that guys name) called the signal". For a second im like what the hell? then over mic i am like "Who called the what?". All he does is chuckle. about 10 seconds later I see 3-4 tanks and 2 humvees just storm down the road, and the tanks blow both MCOM stations up. Now on to the map story


A few days ago a scout team spotted a group of men (who at the time were not armed, thought to be a small group of militia) setting up a road block in the old shipyard. At the time the scouts thought nothing of it so they just got 2 humvees to deal with the matter. In about 20 minutes 8 marines trying to peacefully negotiate with the men were ambushed and quickly wiped out. Needless to say everyone is pissed off, you are at the front lines of a mock convoy, there is nothing important being transported, its just the insurgents are more smart than to open fire on a VERY long line of marines and cargo trucks, not to mention a boat load of tanks. The commander wants you to use the mortars taken from the last mission you were out on, now get going.


Yes there WILL be mortars, with random exploding areas. Actually 2 mortar contraptions one for effect (does damage) and one you can control

Pics in a sec i need to test these things.

Ok so my recent compile will mark the official start of the change log

v 7.1
+Put boxes for more cover.
+ Small abandoned house. Why? IDK, to take up space
note: Im going to add a sort of house thing like the one in Arica Harbor. I need your ideas, should I just delete some crap to make way. OORRR should I redo it a bit to add a small railroad section and a ware house along with the house?

v.7 - removed + added = todo
- Crappy dirt texture, replaced with a blended gravel/grass texture
- poorly copy pasted sand bags, still not spread out as I liked
+ spotlights to all vehicles
+ fence enclosing the whole map area
- The mortars, started to get buggy and crashes were bound to happen they will be seen
= sound scapes
= better spawn areas
= cranes that can be climbed on
= more cover
= falling snow
= Optimize
= decals
= better displacements


shipyard


http://s878.photobucket.com/albums/ab348/mildhotsauce/shipyard/?action=view&current=ea0ed0b4.pbw
 
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Its been awhile. There has been a lot of errors and stuff so this log will be BIG


This map has 3 more compiles left 1 for regular testing. One for imc2 testing and one for extended bug testing. I am looking for only 1 person to do the spawn points and objectives and imc2. Its a fire fight map. 50 reinforcements. I am offering 10 thousand casino cash for helping


-Shallow water area
- lights on the cranes (for now)
+ playable sand areas one mountain for sniping
= Full IMC2. I am not good at IMC2 I REALLY need help on those. I just want 2 objectives one in the container yard and one in the middle of the map. And they have a LONG cap time.
- Mortars (for awhile)
- Tank (postponed for a long time
Note: After christmas I will redo the landscapes and probably end up redoing the whole map except for some bits and pieces.
- 3d skybox many errors came of it
= Not a lot of optimizing. This map is big but not very detailed or blocky so there is not a lot of room for optimizing
= Sign
= Breakable sniper tower
+ regular sniper towers
= The land around the map were really mad at me D: so you might see skyboxes at some point or a nade may clip but I have player clipped it so you can not glitch under the map.
 
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