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ns_junglecomplex - operation "Full Metal Contact"
game: Navy SEALs : Covert Operation year: 2002 brushes: 11827 entities: 2046 highest r_speeds (polygons of the map at a specific position) for a player : ~9000 Notes: At the beginning, I had several different thoughts regarding this map. I wanted a strong orange-green contrast between the plants and the sky, a strong dominant jungle feeling, some common elements which the players might know from films. Furthermore a big altitude difference, multiple ways for every kind of player, a very strict gameflow, a strong gameplay( which allowes the players to take a lot of different tactics and avoids campers) - and f course a lot of eye candy. I think i was finally able to implement all of the ideas but the map became bigger then my scetch on the paper which causes newbies to get a little bit lost in the complex. In my opinion it is a nice combination of art and game aspects, especially with all the new textures and the mass of sounds. I rotated one part of the whole map around 45° to avoid the feeling that the houses might be only simple blocks. The architecture is nothing really special but has some nice shadow effects. This allows the player to identify differences very quickly, not only because every complex has its own texture setting. The mission for the SEALs is very simple, they just have to bomb the weapon storage or the drug lab. They can choose four main ways to reach one of the two targets. One medium range way through a destroyed and decayed kitchen and cafetaria,one CQB way through a dirty tunnel system which ends in a wash room, one over a bridge through an office or at last through the swamp. Especially the last way is really funny because it simulates the jungle feeling very well by having extremly thrilling sniper battels and/or not seeing the enemy until he is directly in front of you.
wireframe picture (1590x1047 / 1,07 MB):
standard pictures (1024x768 / 109kb - 186kb):
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design&html: BenB
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