Danial Posted September 30, 2005 Share Posted September 30, 2005 I've started making some HL2 maps lately, and thought I'd share the first UFO:EU-related one with you all. Here's a screenshot (with the original graphic included as reference): https://ufopaedia.xcomufo.com/pics/Large_Scout_HL2.jpg As you can see, there's no doors or objects as of yet. They won't arrive until I can learn some XSI modelling Link to comment Share on other sites More sharing options...
NKF Posted September 30, 2005 Share Posted September 30, 2005 It looks quite nice, although the one thing that concerns me the most is that all the walls in your rendering don't have any thickness to them. I know, I know, work in progress. Just couldn't noticing that they looked paper thin. It's something that's always bugged me about '3d' games of yore. The skirting along the walls may want to be raised. They look knee height from the original screenshot. As it is, it looks like you'd have to kneel or crawl to move about the ship. - NKF Link to comment Share on other sites More sharing options...
Pete Posted September 30, 2005 Share Posted September 30, 2005 Yeah, the units in UFO took up quite a lot of width as they always walked liked very skinnny body-builders (arms never down by their sides). A normal Half Life 2 proportioned character will make that UFO look massive - you'd be able to get about 3 in one doorway. The map's shaping up nicely, but it might be time for some artistic license Link to comment Share on other sites More sharing options...
Faskalia Posted September 30, 2005 Share Posted September 30, 2005 I am pretty shure, that the scout would fit nicely in a CTF (HL2CTF is rather popular atm) map. 2 scouts placed in a farmland area will shurely reasamble X-com feeling, while maintaining an interesting and playable map. Link to comment Share on other sites More sharing options...
Pete Posted September 30, 2005 Share Posted September 30, 2005 Indeed. Put a scout at either end of the map with the flag in, maybe have a destructable wall somewhere on the scout so that it's not too easy to defend it's few doors and litter a few dead aliens around the place, then you can have MiB's versus X-COM Link to comment Share on other sites More sharing options...
Danial Posted September 30, 2005 Author Share Posted September 30, 2005 It looks quite nice, although the one thing that concerns me the most is that all the walls in your rendering don't have any thickness to them.The walls do actually have thickness to them (8 inches to be precise), it's just that 3D games only render 1 side of a face, and because the walls are facing away from you, you can't see the back of them A normal Half Life 2 proportioned character will make that UFO look massive - you'd be able to get about 3 in one doorway.You're very close actually. 2 would fit in a doorway, and a 3rd would only be squeezed out by 5 inches. The map's shaping up nicely, but it might be time for some artistic license I like UFO:EU too much for creative license. I want to be able to run around in the original game from a first-person perspective My only license has been with the lights on the ceiling. Seeing as you never see the ceiling in XCOM games, I was able to make it look however I want. Link to comment Share on other sites More sharing options...
Slaughter Posted September 30, 2005 Share Posted September 30, 2005 Nice! An X-COM total conversion would be neat! Link to comment Share on other sites More sharing options...
Azrael Strife Posted September 30, 2005 Share Posted September 30, 2005 Very nice, I like it good work, maybe a HL2 with X-Com Aliens and those maps and it could get very interesting Link to comment Share on other sites More sharing options...
Pete Posted September 30, 2005 Share Posted September 30, 2005 A Dreadnought (is it a Dreadnought in UFO?) would rock. It'd take up most of the level, but it'd still rock Link to comment Share on other sites More sharing options...
Faskalia Posted September 30, 2005 Share Posted September 30, 2005 A Dreadnought (is it a Dreadnought in UFO?) would rock. It'd take up most of the level, but it'd still rock <{POST_SNAPBACK}> Dreadnought is from TFTD. The UFO counterpart is the Battleship. (4 legs 1 central lift(big lift; 4x4 tiles)) Link to comment Share on other sites More sharing options...
Pete Posted September 30, 2005 Share Posted September 30, 2005 Hehe, it's confusing as there's also a Battleship in TFTD... Oh well - cheers for correcting me. Link to comment Share on other sites More sharing options...
Danial Posted October 1, 2005 Author Share Posted October 1, 2005 Nice! An X-COM total conversion would be neat!<{POST_SNAPBACK}>There were some guys doing just that, but they seem to have given up and started on some other project Link to comment Share on other sites More sharing options...
Slaughter Posted October 1, 2005 Share Posted October 1, 2005 There were some guys doing just that, but they seem to have given up and started on some other project Yeah, wish they had finished. I gave up having last hope as my last hope a long time ago Link to comment Share on other sites More sharing options...
Fishfins Posted October 5, 2005 Share Posted October 5, 2005 I'd like to try crafting a Battleship map for Quake 2... I just don't know how to deal with the hoverlifts. I was thinking of a giant water collumn or a series of teleport pads... anyone have any ideas? Link to comment Share on other sites More sharing options...
Danial Posted October 5, 2005 Author Share Posted October 5, 2005 I'd like to try crafting a Battleship map for Quake 2... I just don't know how to deal with the hoverlifts. I was thinking of a giant water collumn or a series of teleport pads... anyone have any ideas?<{POST_SNAPBACK}>My solution in HL2 was to have 2 teleporters (roof and cieling) that when the player looks up and presses 'use' they teleport a floor above, and if they look down and 'use', they teleport down a floor. I'm sure a water column would do the same trick if the engine allows it. Link to comment Share on other sites More sharing options...
Bomb Bloke Posted October 5, 2005 Share Posted October 5, 2005 My first guess would be to just have a big red shaft going all the way up, and when you walk in it, gravity gets turned off so you can 'fly' where you want to. But those dual teleporters sound much more professional. Link to comment Share on other sites More sharing options...
Danial Posted October 5, 2005 Author Share Posted October 5, 2005 Hmmm. I might give a zero-G shaft a go. Link to comment Share on other sites More sharing options...
Fishfins Posted October 6, 2005 Share Posted October 6, 2005 Can't figure out how to get a gravity chamber on, and I'm worried that teleporters will encourage frag-camping. Looks like water chambers will have to do. The battleship would make a good deathmatch map. Link to comment Share on other sites More sharing options...
Danial Posted October 6, 2005 Author Share Posted October 6, 2005 I'm half-through making a Battleship now. The floors and teleporters are done and now I just have to make the walls. Link to comment Share on other sites More sharing options...
Fishfins Posted October 6, 2005 Share Posted October 6, 2005 Curses! You've beaten me! I'm still trying to import new textures for the floors... unless it's perfectly ok for a Battleship to look like it's rusted over and covered in mud. Link to comment Share on other sites More sharing options...
Danial Posted October 6, 2005 Author Share Posted October 6, 2005 Not really. Though it could make an interesting scenario: X-COM scouts find an ancient, crashed UFO in the Amazon basin. Grown-over and decrepid, but still buzzing with power... *cue dramatic music* Link to comment Share on other sites More sharing options...
Pendra37 Posted February 13, 2006 Share Posted February 13, 2006 You can DL the last hope mod, which contains some dreadnought maps. You can reverse engineer the bsp and use the hull for whatever you like. https://mods.moddb.com/1000 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now