Rage map project

Post » Tue May 07, 2013 6:30 am

Hey! As I said at my first topic about missing assets I want to show my first look room. I can't post direct link to screenshots so I hope it will be fine if I just write it like this (mod - if not please tell): imgur -dot- com/a/ehFQ6
For now I just play with toolkit and test build/compilation time. I'm going to make a complex map only if my CPU and HDD allow me for this I like rubble atmosphere and I really need more models from deadcity and well maps
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Melly Angelic
 
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Post » Mon May 06, 2013 10:17 pm

Hey DoomMarine,

That looks great!!

Keep up the good work and keep posting updates on your progress.
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nath
 
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Post » Tue May 07, 2013 7:12 am

That's looking fantastic man, keep up the good work!
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Laura Tempel
 
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Post » Tue May 07, 2013 12:58 am

Looks very very good!
Thanks to you and others who spend the time modding. It makes the game more appealing.
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Budgie
 
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Post » Mon May 06, 2013 8:28 pm

Awesome! Bone muties will fit here no doubt)))
And is there a dof effect on 1 and last screens?
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Roy Harris
 
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Post » Tue May 07, 2013 6:36 am

Thanks for opinions!

@id.dav - its envarea entity - I use various type of it at all corridor - at start and end of corridor enventity blur screen/dof.

For now I wasted a bit of time, cause compilation time was to long and I delete all toolkit and all configs (cause I couldn't find the reason - one day earlier compilation was faster with this same map). Now I got clean version of toolkit and again I'm going to compilation time testing

EDIT: clean installation not help with compilation time, for now I don't forfeit (I'll do it if compilation reach more than 30 minutes at such small place )
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Jennifer Rose
 
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Post » Tue May 07, 2013 3:46 am

Little update:

http://imgur.com/a/C9FIJ

EDIT: As for sure you see that rumbble ceiling is made of brushes not models, that cause the missing assets I've spoken at my first post. New rooms are to bright too, but for now I got 3 floors and steps for 2 of 3 floors.
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Taylah Haines
 
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Post » Mon May 06, 2013 11:30 pm

Very cool. If you end up making a map with enemies and loot, you should be able to add this as a dynamic job in wellspring via the job board. It would be a direct load such as the sniper missions, but it would still be cool to add some extra missions this way. I'm pretty sure that would work. I made a duplicate wasted garage mission on there, so I'm assuming this wouldn't be much different.
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des lynam
 
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Post » Mon May 06, 2013 8:58 pm

@the.real.brett - sounds really good. For now I'm just mapping and I have no idea how to add this mission to wellspring jobs, but for sure together with community we will make it Making a map consume a lot of time, I'm interesting by myself how much time it take to finish.

p.s. I love stamping on megatextures - it's endless fun
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Chris Cross Cabaret Man
 
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Post » Tue May 07, 2013 3:22 am

For now no new update, yestarday tool kit crashed and roll me back 48 hours of work Thanks to God I made manual copy To take a bit of breath meanwhile I'm going to start new project News - soon.

P. S. Old DOOM fans, I hope, they love it
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remi lasisi
 
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Post » Tue May 07, 2013 8:42 am

Just great!
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Jack Moves
 
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Post » Mon May 06, 2013 11:38 pm

Great, I'm looking forward to seeing it
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Kevan Olson
 
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Post » Tue May 07, 2013 4:13 am

those screenshots are looking awesome.
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bimsy
 
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Post » Tue May 07, 2013 9:09 am

i like the detail.. nice... now I wan't to see something like this on a huge map.
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Solène We
 
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Post » Tue May 07, 2013 6:22 am

Hmm, step by step making a map getting new issues, 3 days ago I had to delete new room cause all map was paint with yellow stamp (from where?) and I couldn't remove it. Today stamps don't refresh, and compilation time is about 1 hour. I got 4 (four) rooms only. I'm unhappy thinking about drop this map to trash . Hey, but is only test map, too much detail, cutted brushes, etc. Next map will be better New screens update - soon, after big compilation time
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BaNK.RoLL
 
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Post » Mon May 06, 2013 9:10 pm

Looking forward to seeing what you make. The rooms you show here are chuck full of detail, and that's great
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Christie Mitchell
 
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Post » Tue May 07, 2013 5:25 am

After 77 minutes of compilation I want to show 1 (one) new room. http://imgur.com/a/c9lyI

EDIT: I made it yesterday, it's not finish yet.
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Lucky Girl
 
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Post » Tue May 07, 2013 1:15 am

That looks awesome DoomMarine
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David Chambers
 
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Post » Mon May 06, 2013 8:12 pm

It really is! I can tell there's already enough details for aesthetical enjoyment! I mean you can already leave it the way it is.....for the very first map for Rage....it's pretty awesome!
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Enny Labinjo
 
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Post » Mon May 06, 2013 9:45 pm

Thanks for good words! Unfortunately compilation time is so big that leads me to cut project

@Havok13888 - I can just dream about huge map

All day I was trying compilation modes to increase time, even change brushes for models gives nothing - exactly this same time. My CPU is to weak, double core and 3,4 GHz it's not enough for toolkit
I'll see what next days to bring, and then I'll decide - work or abandon this map.
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James Shaw
 
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Post » Tue May 07, 2013 9:35 am

@doomMarine

I am at work most of the day, biggest reason why my project isn't moving much but if you want i can run compilations during the day for your maps and push them to you after they are complete. This way you can work on a larger map but have slightly lesser compilation times. The only problem is downloading all that data each day. If you have a good internet connection I'm sure this is possible. I'm sure I can look into setting up some kind of repository to update the files that change. But I still don't know how much more effective it would be compared to just doing it yourself.
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Catherine Harte
 
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Post » Tue May 07, 2013 8:39 am

@havok13888 - nice idea, thank you! Internet connection is not problem for now, I'll clean up map, make a plan of rooms and gameplay and start from begining. For sure we can make this map together if this will be no problem.

P.S. Today I'll show you my second project...
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Mackenzie
 
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Post » Mon May 06, 2013 8:47 pm

Works on the map still in progress, I hope before next sunday I'll show new place outside the complex (but not free open area). I hope id make an update to toolkit (but now after rumors around DOOM 4 I'm not too sure about it). I spent almost 2 hours to make a brick hole at wall, with nice looking extended bricks, but as we know RAGE contains such kind of models, but not present at the toolkit. The AI isn't working properly, and monsters are running to walls, ambient sounds are really rare, and at the end of mapping I'm going to import some sounds for it. Maybe I'm going to learn terrain modelling to make some nice outside area, but this consumes a great piece of time.

@havok13888 - will see, if I could to compile the map by myself or I'll use your help
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Heather beauchamp
 
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Post » Tue May 07, 2013 6:07 am

Dude, but what about of releasing an emty map with no AI. I mean seriously, it would be nice just to see design and art work with no ambient sound and other non available stuff)
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Mimi BC
 
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Post » Tue May 07, 2013 4:42 am


Just ping me..and push the files to dropbox or something. I'll run it
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Vicki Blondie
 
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