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Crysis Map ~ Vulcano [WIP]

  • -HP-
  • December 24, 2007 at 5:00 AM
  • Thrik
    • December 26, 2007 at 6:53 PM
    • #21

    Maybe you could just do part of the island?

    There was a project ages ago to make part of Plunder Island (pictured above) as a UT2004 map, where basically you were kept to a fairly linear area (eg: a single path through forest) but the illusion of being on the full island and being able to go all over it.

    Alternatively, you could make it so you can see the more detailed parts of the island (eg: the town in the island pictured above) but not actually go into them, unless you really want to produce all that custom content.

    It'd be an epic accomplishment, but it'd be damned fun. Monkey Island itself would probably be the easiest as it's mostly vegetation, beach, cliffs, etc.

    It'd really get your name out there anyway, which is good for a budding pro. I reckon you'd get some amazing publicity from it.

  • D3ads
    • December 26, 2007 at 11:21 PM
    • #22

    Nice start, look forward to the progression

  • Quakis
    • December 27, 2007 at 12:14 AM
    • #23
    Quote from Thrik

    I think one problem Crysis mappers are always going to face is making something that stands out. After all, I look at those screenshots above and have a hard time working out whether or not it's just something from the original game (Though that at least says your quality standard is good!).

    I think it'd be interesting to see what people can do with Crysis's engine that isn't a tropical island, or one that doesn't look like everything we've seen already in Far Cry or Crysis (haven't played the latter myself)

  • Thrik
    • December 27, 2007 at 1:26 AM
    • #24

    Yeah. The reason I suggested Monkey Island stuff is they have quite a lot of architecture and stuff which is pretty pleasant on the eyes and non-Crysis, but still fits into the tropical feel. It'd be a good stepping stone between a seriously non-Crysis look and the classic Crysis look.

    Not sure how well it'd cope with full-blown urban type stuff, though. The engine can handle a lot of polies, but how many of those aren't generated on the fly with the foliage painters and stuff? Can you stick really high-poly buildings and architecture in there and it not look like ass?

  • -HP-
    • December 27, 2007 at 1:36 AM
    • #25
    Quote from Thrik

    Not sure how well it'd cope with full-blown urban type stuff, though. The engine can handle a lot of polies, but how many of those aren't generated on the fly with the foliage painters and stuff? Can you stick really high-poly buildings and architecture in there and it not look like ass?

    Yup... CryEngine2 is a wonderful engine, I tell you!

    http://www.pcgameshardware.de/?menu=bro ... 173&page=1

  • D3ads
    • December 27, 2007 at 3:37 PM
    • #26

    A sweet, an urban environment

    [edit]lol cgtextures!

  • Zeta
    • December 27, 2007 at 7:58 PM
    • #27

    wow that urban thing is looking great, what is it? The engine would be fantastic for it with a good art team.

  • Zeta
    • December 27, 2007 at 10:50 PM
    • #28

    [Blocked Image: http://www.pcgameshardware.de/screenshots/original/2007/11/8fnndvl.jpg]

    This one looks like concept art

  • -HP-
    • December 28, 2007 at 3:51 AM
    • #29

    [Blocked Image: http://www.helderpinto.com/VulcanIslandWIPs/WIP4.jpg]

  • KungFuSquirrel
    • December 28, 2007 at 4:17 AM
    • #30

    This definitely looks cool so far, and that terrain tool you posted is really sweet; I'll have to check it out.

    Quote from Thrik

    I think one problem Crysis mappers are always going to face is making something that stands out. After all, I look at those screenshots above and have a hard time working out whether or not it's just something from the original game (Though that at least says your quality standard is good!).

    As far as what Thrik's saying, though, I think the biggest single thing you can focus on to make this map stand out will be overall scene composition.

    The first two shots look fantastic, but a lot of that is the Crysis content and rendering. In general it's still a little bit on the jumbled mess of foliage side. The palm trees are all sort of spaced out in a larger number of smaller clusters, which is especially apparent in the third shot. It does sometimes work out this way (see here: http://flickr.com/photos/zimrilim/669726766/http://flickr.com/photos/rps/23373041/ or here: http://flickr.com/photos/kevineschmidt/1351690659/ ). You also could try non-standard foliage placement peppered on the beach to more gradually transition points into the full-on jungly bits, akin to this: http://flickr.com/photos/zachlaben/123439327/

  • Algor
    • December 28, 2007 at 6:46 AM
    • #31

    Thought it's just a jungle, it does look really nice. Good work there. Cool terrain tool, I'd love to check it out, but I'm sure I'd never get around to it D:

  • Gorion
    • December 28, 2007 at 3:50 PM
    • #32
    Quote

    ":iw63y5r2][Blocked Image: http://www.helderpinto.com/VulcanIslandWIPs/WIP4.jpg]

    *cums*

  • -HP-
    • December 29, 2007 at 3:10 AM
    • #33

    KungFuSquirrel, damn bro, that's what a call a great critic/useful post! Thanks a million for pointing some of the stuff that although looks obvious at first, most of the time they are left aside by our lazy subconsciousness.

    I'm learning a lot as I go, and I learnt even more studding Crytek's official maps, how they strategically placed all the vegetation, how they did the terrain painting, etc.

    This is something completely different from what I have ever experienced in an engine/editor before, one has to apply totally different methodologies of level design in such open environments compared to games like Half-life or Doom3, where gameplay flow is much easily controlled by barriers and obstacles in the maps. This is being a great experience, refreshing even, and it did awaken the dormant level designer spirit in me!

    Crytek Level design study:

    [Blocked Image: http://www.helderpinto.com/VulcanIslandWIPs/crytek_leveldesign_study.jpg]

  • Thrik
    • December 29, 2007 at 5:22 AM
    • #34

    Heh, I mean just look at that last screenshot. What a fucking amazing engine.

    It's such a generally detailed engine/game you kind of don't notice just how much detail there is, until you break it down in shots like that.

  • FrieChamp
    • December 29, 2007 at 12:55 PM
    • #35

    Hey HP, good stuff, but before I comment any further - is this going to be a singleplayer or multiplayer level?

  • -HP-
    • December 30, 2007 at 2:17 AM
    • #36
    Quote from FrieChamp

    is this going to be a singleplayer or multiplayer level?

    When I started working on this map, it was merely somewhere where I could practice the tutorials that I was reading, but it proved to be really good looking as I progressed, so I intend to make it a fully playable SP map.

    Looking forward to you're critics buddy, you, better than anyone here can point out what I could be doing wrong!

  • KungFuSquirrel
    • December 31, 2007 at 4:07 PM
    • #37

    Now that's some scene composition

  • -HP-
    • January 21, 2008 at 1:03 AM
    • #38

    [Blocked Image: http://aycu22.webshots.com/image/42501/20…04605188_rs.jpg]

    [Blocked Image: http://aycu09.webshots.com/image/39648/20…02588076_rs.jpg]

    [Blocked Image: http://aycu27.webshots.com/image/40986/20…66476866_rs.jpg]

    [Blocked Image: http://aycu05.webshots.com/image/41404/20…33044673_rs.jpg]

    [Blocked Image: http://aycu35.webshots.com/image/41794/20…38531515_rs.jpg]

    Lets' see if I can win this contest: http://icmc.crymod.com/assignments.php

  • Zeta
    • January 21, 2008 at 1:18 AM
    • #39

    the art is that game is just mind boggling.

  • ⌐■_■
    • January 21, 2008 at 2:07 AM
    • #40

    holy shit man

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