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Crysis Map ~ Vulcano [WIP]

  • -HP-
  • December 24, 2007 at 5:00 AM
  • -HP-
    • January 21, 2008 at 2:33 AM
    • #41

    Thanks guys, oh and here's how a screenshot in the original resolution look like!

    http://aycu27.webshots.com/image/42226/ ... 173_rs.jpg

  • Sentura
    • January 21, 2008 at 4:20 AM
    • #42

    compared to the original game, this looks more like cgi than crysis realism. it is nice, but it's not what i'd expect from the cryengine

  • Thrik
    • January 21, 2008 at 4:31 AM
    • #43

    Beautiful.

  • Psyshokiller
    • January 21, 2008 at 5:06 AM
    • #44

    Oh my god that water is the sheer awesomeness.

  • Nexus
    • January 21, 2008 at 6:53 AM
    • #45

    wow

  • Freak
    • January 21, 2008 at 12:35 PM
    • #46

    last pic looks damn great

  • e-freak
    • January 21, 2008 at 3:07 PM
    • #47
    Quote

    ":30c65kfn]Lets' see if I can win this contest: http://icmc.crymod.com/assignments.php

    def win

  • D3ads
    • January 21, 2008 at 3:17 PM
    • #48

    Holy mother of God, that looks fantastic

  • -HP-
    • January 24, 2008 at 10:19 PM
    • #49

    [Blocked Image: http://aycu16.webshots.com/image/40375/2002068256128364378_rs.jpg]

    [Blocked Image: http://aycu05.webshots.com/image/40044/2002007795965623309_rs.jpg]

    [Blocked Image: http://aycu16.webshots.com/image/40015/2002043793021101484_rs.jpg]

    [Blocked Image: http://aycu22.webshots.com/image/42261/2002024468365170656_rs.jpg]

    (If you see the images are being cropped, right click on them and click "view image".)

    Hey guys!

    I was here, thinking about what kind of gameplay-flow will I have on my map, and I thought, what the hell I'm gonna ask for advices with the gurus!

    So, thing is,

    The level start in a small boat, you have to swim to the main island and climb to the top of the mountain.

    And get to the center of the dead Vulcan where there's a KPA encampment (Or underground mine, yet to decide) and the player will have to make a certain objective. (maybe blow something, or a assassinate someone, not sure yet.)

    Then, the player must escape back to the boat!

    Ok, sounds simple, right? Now, I got a question, should I keep the (#1) gameplay linear as shown in the pic "MapPreview.jpg" and be sure the player plays through the entire island or (#2) unlock the two paths and let the player decide which one to enter the mountain, and which one to leave the mountain.

    #1 -> By choosing this one, I'm forcing the player to run through the entire playable area of the map, but it might feel as a too linear map if not implemented correctly.

    #2 -> This ones gives more free roam, BUT, the downside of freeroam is that it's easy for the player to get lost in the big environment.

    Looking forward to suggestions and opinions!

    Oh and btw, secondary objectives are also a possibility.

  • PogoP
    • January 24, 2008 at 11:50 PM
    • #50

    Free-roam fuh tuh wuh.

  • JeanPaul
    • January 25, 2008 at 5:41 AM
    • #51

    You are using a VERY bad texture/texture scaling on an otherwise great map.

    Use Materials/terrain/cliff_white_and_grey and scale it higher than you are now so it doesn't repeat as much

    Also, desaturate your colors, as they are a bit bright now.

  • -HP-
    • January 25, 2008 at 9:53 AM
    • #52

    Goog call JeanPaul, thanks.

  • Alf-Life
    • January 28, 2008 at 7:29 AM
    • #53

    Oooh, looks good ...but don't overdo the height of the waves!

    Also, in your shot with the hut, you could try to use 'suit rocks' there on the side of the cliff to allow Players to strength jump around that area.

    Since it's a volcanic island, I'd imagine using/making a particle effect (and adding sound and camera shake Flowgraph) in the middle of the island to actually have the volcano erupting while the player's on the island might be the 'gimmick' of sorts that separates this map from other island maps.

  • -HP-
    • January 30, 2008 at 1:12 AM
    • #54

    Thanks Alf-Life!

    Anyways, just another screenshot of my first waterfall!

    [Blocked Image: http://aycu16.webshots.com/image/40735/2005559664614841285_rs.jpg]

  • Freak
    • January 30, 2008 at 12:32 PM
    • #55

    the waterfall itself looks cool but the rocks beside it look to empty

  • Gorion
    • January 31, 2008 at 12:09 PM
    • #56

    i agree with freak. Especially if there is water near, there should be some sort of plant growing out of the rock.

    what would be cool if there was a passage behind the waterfall.

    for example, maybe something like this: http://%7boption%7d but then some sort of tunnel.

  • -HP-
    • February 4, 2008 at 4:13 AM
    • #57

    Yeah, a secret cave behind the waterfall is on my "to-do" list already!

    Anyways, here's a few more screens people, enjoy.

    [Blocked Image: http://aycu19.webshots.com/image/42818/2001459303220170697_rs.jpg]

    [Blocked Image: http://aycu24.webshots.com/image/43543/2001455959618107509_rs.jpg]

    [Blocked Image: http://aycu16.webshots.com/image/40935/2001484541639231830_rs.jpg]

    [Blocked Image: http://aycu33.webshots.com/image/42032/2001491739000646672_rs.jpg]

  • Nexus
    • February 4, 2008 at 6:31 PM
    • #58

    very good

  • Hourences
    • February 5, 2008 at 9:25 AM
    • #59

    Makes me wonder how the shed on the shoreline can survive with such a little support pillars and such big waves.

    Looks good besides that, but more custom content would always be welcome

  • Mazy
    • February 5, 2008 at 9:37 AM
    • #60

    Looks fucking gorgeous, obviously

    It really makes me wanna start fiddling around with the editor, looks like great fun to sit and create these unique looking areas~

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