Archive for the 'css maps' Category

ME:S Update *Sept - 06*


September 6th, 2009

Quick lil update on the progression of the map so far. Ive finally gotten around to reworking the interior bits. I wanted to make it a bit more open but also provide more cover for the players. It seemed as if no one was using the bottom floor so I’m reworking things a bit in that section.

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I’m also changing the roof up a bit, it will be interesting to see how it plays out. I wanted to add some nice architecture bits on the roof to make something cool but also make sure it functions as apart of gameplay.

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The Buildings shape is starting to come together… nothing special atm, I hope to make something cool out of the shape of the building. We wanted to make sure that all location that the players play on were unique and could be easily recognizable in the skybox.

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and here is another room getting changed up with some vents and fences WOOT! Go fences and vents in small locations!

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That’s all the updates for now! I’ll keep you posted on what the team is up to at the end of next week sometime.

- Vivi

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Mirrors Edge css - Day 7-10


June 12th, 2009

Ok so we kinda stooped away for a couple of days to work on some intro movie stuff and get our logo squared away. Sathor and PhilE have been working really hard on getting the team some textures and models. We held our own lil team playtest the other day and had a small 2v2 going on. We tested the map with slowmo and it was actually pretty fun ^^. We’ve decided to go with the route of having a requirement to trigger slow motion - 1 CT and 1 T have to be jumping in the middle of the map in order for slowmo to occur. This idea seems pretty sound and it will still be set to random, so there is still a good chance it will only happen once every 5 rounds… or something … depending on how many times you see people jumping across the middle XD. Ok! Onto some updates! Below are some work in progress screens of some models Sathor is working on and some textures that PhilE is making to help us nail down the look better. I will show off some quick wips of a portion of the map I’ve been working on to help satisfy the mappers out there :P.

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And now onto some Wip shots of the map!

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AND! In closing for this update I just wanted to mention that the team is working really hard to pump this content out fast and efficient! We have all make our own checklists of assets and things we want to create for this map and are checking them off as we go. Things are moving very quick and we plan on holding a [b]big play test soon[/b], Info will come shortly as to how you can get in on the playtest and what day / time it’s happening!

Thanks, Vivi!

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Mirrors Edge css - Day 5-6


June 12th, 2009

So I went in and started adding place holder points in the environment for a lower area and some of the interior sections on day 5. On day 6 I put in a placeholder vista to help get some sizes down and match it up correctly to the environment. Today I got a really interesting idea to help Tie any other maps we make all together. I wanted to create an actual city, prob on an island in the center of a bigger city, we will use this as a bench mark of where all of our maps will go. So if your playing one map you could see the spot where the other map we created would stand. We already have several ideas for small quick really cool maps. I’ll talk more about that when I have something to show but for now! Screenshots!

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Placeholder vista - I seemed to have matched it up perfectly with the ground on my second try… this made me very happy :P

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Some things I would like to note as I’m making this map. I wouldn’t normally have map holes everywhere like I do right now. That was the product of me trying to put a bunch of placeholder routes and geometry in all at once. It should be cleaned up soon and ready for it’s first maiden voyage by the end of next week :)

Also we will be showing off Art from Sathor and PhilE in a couple of days so get ready for that!

-Vivi

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Mirrors Edge css - Day 4


June 12th, 2009

I finally got around to duping the 1 side to the other side! I noticed some gameplay flaws in the map and have since then tried to rework some of the areas.

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And here is a video of me running through shooting stuff. I used temp Dummies so you could get a feel for the size and stuff.

Hope you enjoyed it ^^!

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Mirrors Edge css - Day 3


June 12th, 2009

Some more updates! Trying to get the Mirrors Edge feeling down more. The real test comes when I duplicate the brushwork to the other side and start some testing and junk. I’m very excited to see how this plays. I wish css had a sprint key lol.

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Mirrors Edge css - Day 2


June 12th, 2009

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Quick placement of a lower walkway to get some sizing down and the feel for the layout better. This also helped me to connect some other parts of the map together.

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I placed a slow mo / low grav volume in the middle so people could clear the gap between buildings and slow time down every once in awhile. :) Seems like a fun idea…. I wonder how it will play out on a live match with random times and stuff. WE SHALL SEE!!!

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And then a screenshot from the super tiny outpost where you can grab something special (prob a buy zone or maybe some grenades or something)

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May 27th, 2009

So while I’m waiting for this Gameplay Challenge thing to kick off I’ve decided to team up with Sathor to get a quick FY style Mirrors Edge map. Very quick! I promise! I’ll be done with the layout by the end of this week and we can start testing it! I drew a layout for this map like 3-4 months ago or something and I’ve been just sitting on it waiting for the right moment….. and here came Sathor ^^. ANYWAYS!!!! here are some super quick screens! been working on this for about 1 1/2 hrs so far.

Here is the original 2d drawing I made about 3 months or so ago.

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More Next time!

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