![]() |
||
|
ns_beachhouse - operation "Soul Assassins"
game: Navy SEALs : Covert Operation year: 2002 brushes: 8650 entities: 1256 highest r_speeds (polygons of the map at a specific position) for a player : ~8000 Notes: This map is the result of reaching the limits of Q3A mapping. The original map was ~60% bigger but i found most of the limits which you can find with q3map2. Then I had to change the gameplay, reduce the map size, complexity, lightmap and worked very long to find the perfect hint brush setting. Now you only can play the main part of the map but then I had enough polys left to add some rain. The SEALs have to attack the mansion from the jungle and the beach to capture two briefcases and bring them back. Actually i was very suprised that the gamplay was very balanced even in the first version, but a minimum of 8 players is required( otherwise the players start excessive camping). The main design goal was to include a very transluctent, white and open architecture in a very complex outdoor setting. It was a real challange to combine the competitive goals open architecture, performance and gameplay. While playing other mansion-like maps I always recognised that they all look like cheap replica of famous american houses. I got sick of that and wanted to build something new and fresh, something with a modern style where I can play a lot with the light and contrasts.
Wireframe picture (1590x1047 / 1,00 MB):
standard pictures (1024x768 / 133kb - 239kb):
|
||
|
design&html: BenB
|
||