[MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/17

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[MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/17

Postby Zero » 24 Jan 2017 03:38

"Hostile Town" And "Hostile" Map By: Zero
Version : 4.0 - (Requires updated version of Dziq's Assets for better experience)
Release Date : 05/21/17
Weapons : All but Tazer
Modes : All but Race
Death Traps : Central power line and jumping over fences you will run into death material.

Credits : Dziq - Map Assets - viewtopic.php?f=5&t=896

License : CC BY-SA 3.0 Unported
( http://creativecommons.org/licenses/by-sa/3.0/ )

20170521012419.png

lol J/K Adding some humor to the version release.

Map Summary :
Resembles a little of black ops 3 map "FRINGE" with my own creation.

Version Summary :
Just a few more spots to fill in inside arena and some non resource taking borders and It'll be done. Clip and No clip has begun! Map's about 95% done as far as layout. If anyone would like to help or have any idea's to make any colors match, better lighting, particle idea's, layout or anything - Please let me know or share your examples or idea's below. Check version history for latest updates or download.

Screenshots :
Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image Image

Version History :
Code: Select all
4.0
- Edited clip/noclip/death material
- Moved bases
- Made both bases bigger in length and width
- Added first floor entries that lead to second floor to both bases
- Closed off all windows in bases but 3
- Copy omega's side back border and placed behind alpha's
- Moved playerstarts
- Added/moved/deleted mapmodels
- Deleted/added geometry (Created more stairs to add dimension besides flat surfaces)
- Deleted sound
- Added flags to affinites
- Added affinities for defend and control
- Moved ctf flags to other sides of bases
- Edited textures
- Edited blend map
- Added waypoints for bots (Should be more difficult to kill now)
- Titled defend and control affinities.
- And more

3.5
- Added and deleted some map models
- Clipped and noclipped the map (This may change for layout is still determined)
- Added some lights
- Removed first floors of bases to remove in game map models and created geometry to improve performance
- Removed alpha and omega's entry through ceilings to also help performance
- Added material's like Death which will later be replaced with hurt material so players will know they jumped over the fence beyond map borders and need to re-enter arena
- Re textured area's
- Added and also screwed up blend mapping sample when adding wooden looking texture signs. Getting a better understanding of blend mapping
- Edited gravity settings from default 50. to 60
- Raised building heights on all structures so players can't jump on top. ( You know who you are while I was editing online ;) While you were secretly creating rocket launcher spawns under the map and jumping on top of train depot =P )
- Anything else I can't think of at the moment for I didn't jot this stuff down while editing. Check out latest version and see if you find anything new
- Removed particles for lower systems

3.0
- Added more map models (Including Dziq's Map Assets)
- Edited textures
- Copy and pasted another barn geometry.
- Edited clip/noclip
- Moved geometry around
- Centered train to map
- Added more sounds
- Some crates/concrete barriers has been lowered in scale so players can shoot over
- Train and carts has been lowered so players can shoot over
- A Smoke like particles to look like sand blowing has been added. (Experimental and Optional Download)
- Added to Sample blendmapping
- Removed alpha/omega mapmodels
- Added more affinities for bomberball
- Added allias names to affinities for defend and control locations
- Added neutral player starts
- Edited fog distance and color
- Edited skybox and cloud layer
- And more...

2.5
- Edited right building geometry to be extended.
- Added to right building decor.
- Edited textures on structures.
- Added shed structure next to train mill with map models.
- Added sounds.
- Repair sign moved and edited.

2.0
- Added sample lights.
- Added another sunlight.
- Added more map models.
- Added generic background structures.
- Moved flag affinities outside.
- Edited / Added Sounds.
- Added death material to central power lines.

1.5
- Added /Edit sound.
- Replaced textures.
- Added more structural buildings.
- Clipped/Noclipped.
- Deleted a bunch of structures.
- Done a lot.
- Edit / Added sounds.

1.0
- Fixed name of map from "Hostile" to "Hostile Town".
- Added Clip/NoClip
- Added some detail to building across from train depot.
- Added more waypoints.
- Added generic weapon placement for "classic" mutator.
- Added more structures. (Buildings, fences etc.)
- Changed textures on structures. (Trains, buildings, ground etc.)
- Removed old generic floating buildings.
- Added map models.
- Removed triangles down from 181k to 151k And still more to go.

0.5 - Released to public.


To Do List :
Code: Select all
- Remove unnecessary map models to improve performance.
- Add better textures to structures.
- Create map layout better.
- Remove more triangles in map.
- Add heightmap or less flat land where there is dirt/grass.
- Add better blendmapping.
- Fix road textures to match map layout.
- Make train track entrance/exits to look more realistic.
- Make newer structures look more realistic.
- Make map background more realistic. (Example : Mountains)
- Add lighting. I don't want to add this yet because I'm experimenting with layout and textures.


Current Known Issues :
Code: Select all
- I can't parkour on some walls and if I do I fall off the wall.
There are open area's in the map that are meant for just viewing. These parts were quickly filled in with clip and will be fixed. You also may be hitting some models or geometry that may be poking through clip or interfering with the clipping. Also I tried to make area's look open but put blocking models in front with clipping. The only way I know how to fix this my way is to add a fake door with geometry so if you like smooth parkouring I can make this happen.

- Frames Per Seconds are low.
Detail is high and I'm always trying to make it a little less detail to improve performance in each update. For now if your graphics card can handle it. Enable V-Sync in your graphic settings and in RE's Display settings. If not then try lowering graphic settings in RE and turn V-Sync off. Always check back and download latest for performance enhancements.

- Alpha "House" has more windows even though it's blocked you can still snipe through holes unlike Omega's "Grain Mill".
This will be changed in next update to equal for good.

- I Found a problem and want to list it.
Let me know so I may add it to the list or fix it right away depending on severity.


Note :

:!: This version requires latest release from Dziq's Map Asset's. If you do not have the latests you may experience invisible borders and wonder why you can't go in these locations and or why you may die. You can find these assets and latests versions at viewtopic.php?f=5&t=896

:!: In version 4.0 the player/bot limit has been fixed. 4-12 players. Just when playing alone with bots the default minimum is selected. If you'd like to change this follow instructions below.
Adding Bot Players : Insert Key
Removing Bot Players : Delete Key
Attachments
Hostile.zip
(2.44 MiB) Downloaded 36 times
Last edited by Zero on 25 May 2017 02:06, edited 142 times in total.
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Re: [MAP] Hostile Town

Postby Damone » 24 Jan 2017 07:11

Hey, I played your map for an hour or so, on various gamemodes, and im really impressed with it so far. I love that its unique from some of the standard Red Eclipse stuff that I've seen.
Obviously its a work in progress so there is issues like you mentioned, but the layout so far is really nice.

The borders around the back house and opposite side barn do seem a little big, but maybe thats just me?
I love the creativity you put into it with the vehicles and the theme.

I heard you had a previous version, but I wasnt around for that.
The inside of the Train Depot area could use some lighting, as it gets pretty dark going through it.

The building across from it on the opposite side, is nice, but is pretty empty, and could use some lights as well.

Great map, had a ton of fun on it. Please, Please, keep working on this, I can't wait to see and play the finished version.
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Re: [MAP] Hostile Town

Postby qreeves » 24 Jan 2017 12:56

Screenshots are highly recommended for any topic in "Maps and Mods". I can take a look at the map later on in development if you continue to have issues with bots, sometimes it just needs a keen eye that understands their stupidity.
Quinton Reeves | Lead Developer, Red Eclipse
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Contribute to Project Costs via PayPal or Patreon
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Re: [MAP] Hostile Town

Postby IQrate » 24 Jan 2017 15:37

i tryed it and i think its nice but something is missing.It has bug in house with tv. And what are those flying houses in air mean?
OFFICIAL RE MORON :)
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Re: [MAP] Hostile Town

Postby Zero » 24 Jan 2017 22:32

Damone wrote:Hey, I played your map for an hour or so, on various gamemodes, and im really impressed with it so far. I love that its unique from some of the standard Red Eclipse stuff that I've seen.
Obviously its a work in progress so there is issues like you mentioned, but the layout so far is really nice.

The borders around the back house and opposite side barn do seem a little big, but maybe thats just me?
I love the creativity you put into it with the vehicles and the theme.

I heard you had a previous version, but I wasnt around for that.
The inside of the Train Depot area could use some lighting, as it gets pretty dark going through it.

The building across from it on the opposite side, is nice, but is pretty empty, and could use some lights as well.

Great map, had a ton of fun on it. Please, Please, keep working on this, I can't wait to see and play the finished version.


Thanks Damone. Yeah it is a work in progress and probably shouldn't have been released just yet. But couldn't help myself last night. I just threw in the borders last minute and they will be moved and replaced with other structures like walls, buildings, etc. The building across from the train depot like station was the newest building I added and I'll make some changes, lighting, map models etc. There is a older version of the map under "Maps and Mods". Named "Hostile" I was having trouble with putting in too much detail/triangles and had trouble with too much water. This version will have less triangles and more map models. Thanks for the support and playing it and I'll continue working on it. ;)

qreeves wrote:Screenshots are highly recommended for any topic in "Maps and Mods". I can take a look at the map later on in development if you continue to have issues with bots, sometimes it just needs a keen eye that understands their stupidity.

I usually do put in screen shots and should have. I'll do that on next version update which won't be long from now. I'll make some changes tonight and add the screenshots. The bots I think I just didn't add any waypoints or not enough. I'll update that as well.

IQrate wrote:i tryed it and i think its nice but something is missing.It has bug in house with tv. And what are those flying houses in air mean?

Thanks Orate, The buildings in the air just means I haven't added them in place yet or that I'm debating to use them as background props outside arena or in arena. This is a early stage of the map and do I apologize for any confusion. ;)
Last edited by Zero on 02 Jun 2017 21:04, edited 3 times in total.
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Re: [MAP] Hostile Town Version: 2.0

Postby Zero » 23 Feb 2017 01:57

Version 2.0 released.

Still a early version with no boundaries. Just example lighting and more background borders/geometry. Check version history for more.
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Re: [MAP] Hostile Town Version: 2.0

Postby bonifarz » 23 Feb 2017 20:15

For sure a lot of time and effort went into this. And I think it is improving well :)
There's only one point I'd suggest for now: Experiment with the blendmap textures on the ground level. You can blend different types of stone, dirt or vegetation textures to avoid tiling, but this metallish one does not work well with those stones.
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Re: [MAP] Hostile Town Version: 2.0

Postby Zero » 24 Feb 2017 08:38

bonifarz wrote:For sure a lot of time and effort went into this. And I think it is improving well :)
There's only one point I'd suggest for now: Experiment with the blendmap textures on the ground level. You can blend different types of stone, dirt or vegetation textures to avoid tiling, but this metallish one does not work well with those stones.


Thanks Bonifarz =) Been awhile. Your help as always is greatly appreciated. Yessir, been studying multiplayer games/maps so gave it a go on creating a illusion map where it's open but can only go 3 or so directions. I just did a quick blendmap. I'm new to heightmap / blendmap and I learn something new everyday. I'll work on this right away to fix the issue and be more realistic.
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Re: [MAP] Hostile Town Version: 2.5 - Updated Pics

Postby Zero » 09 Mar 2017 01:04

Version 2.5 Released.
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Re: [MAP] Hostile Town Version: 2.5 - Updated Pics

Postby Zero » 14 Apr 2017 07:03

Update Soon. Some Interesting facts :
- This is the original Hostile map. (That's why you see all them textures for all those of you map creators reading this.) Just took all my geometry thanks to Bonifarz and Red Eclipse Team who was involved. To Save them as prefabs before wiping out the map. (Material, lights, mapmodels Creating flat plane, Moving bases, Starting over etc.)
- The original Hostile was supposed to be open with a town but later became a closed in cave like arena with corridors to travel through and a make out of back drops.
- This is gonna be a hard clipping/material job. But I have my idea's..
- I spotted like 15 errors that are being fixed.
- As said before this is a remake of a map from Black Ops 3. "Fringe" With my own twist on it. Not everything is exact or duplicated. Just layout Idea's.
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Re: [MAP] Hostile Town Version: 3.0 - Updated Pics

Postby Zero » 06 May 2017 01:07

3.0 has been uploaded. A little rushed but was hoping to get a version out on a friday. I only play tested all the modes once. It's only gone up 1k in triangles of the last version. Not everyone has the same setup nor should there be system requirements for certain maps. I'm always trying to lower detail and everything for smooth frames. Which is why I'm debating on editing the main bases which they hold the most detail.

I threw the particle version in last second. Just thought it "LOOKED" cool but draws too much resources. So if your looking for better frames pick the "No Particles" version.
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Re: [MAP] Hostile Town Version: 3.5 - 05/14/17 - Updated Pic

Postby Zero » 15 May 2017 02:06

Version 3.5 Updated - No new pics tho so check version history to see progress and or download. Back of alpha base is under construction and why you see high walls. This map will be my last as far as detail for I'll go symmetrical and more textures then 3d objects. I've started on clipping and no clipping on this version so next version should no longer be beta stage. :D Keep in mind tho structures, walls and map layout may change. One thing I'd like to point out is that gravity settings has been changed from default 50. to 60. See if this works for you. I was trying not to raise buildings too high yet not have players jump over them. Triangles are down from 151 to 107! Old Hostile map was like 256 something. We're getting there.

-Edit
Gravity is actually changed to 65. Not 60.
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Re: [MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/

Postby Zero » 21 May 2017 07:32

4.0 Released. The map name has been changed to the original title that was intended. "Hostile" To save room and confusion delete old version "Hostile Town". If you have the very first versions of the old "Hostile" this may be deleted when merging files. Move these old map files out of the folder if you want to keep them. Check version history for details or download.
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Re: [MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/

Postby Zero » 02 Jun 2017 20:43

Hello Red Eclipse Family. :) It's been a long while. From Sauerbraten (Forgive the spelling) cube 1 to now. And I did not know Quinn that you were involved in that. lol I seen the credits to get inspiration for a map not too long ago and saw your name on the top list. I never knew. I'm not leaving completely. Just more so focusing on making maps for Black Ops 3. 91 gigs of creativity. I've made many maps. From cube 1 to learning unreal engine. I'm getting the hang of Radiant Black and couldn't sleep last night for the potential it brings. It will die out over time but I still hope to bring something new to that table. I see where Red Eclipse editor brings in simplicity And Radiant can be much harder. But I find area's where Radiant is a few clicks away from being done in certain area's. Of course it's paid for to create map models, sounds, affinities, scripts. But that comes with the funds. So definitely not leaving just expressing more time to bo3. Any of my maps can be used as the license each file describes. CC-BY-SA Unported. And any unfinished maps can be edited to desired creation. Just ask and I'll send. Kinda sucks cuz I was working on Descent II but didn't have the inspiration to create it. I spent probably 8 hours on creating new ship designs yet didn't like where it was going. I'll be on here to work on maps and also read up on messages or updates for the game. But won't be giving it my all like before. <3 ;)
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Re: [MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/

Postby Zero » 11 Jun 2017 13:45

Just would like to share my update on Hostile on BO3. I finished the outer layer of the barn/mill. Now working on inner skeleton/lighting/clip/models/fx/textures/detail. Soon it will be a abandoned farm town with ex military involvement where a once deranged family lived and mutilated the entire town. I'll implement Descent's spawn feature where each team drops from a drop ship. The Radiant Black engine is a little different then Unreal's engine but I'm starting to learn the shortcuts and pick up the pace. These maps are ridiculous in file sizes. Anywhere to 500 mb to 1 gig or more. Just with the amount of work done so far it's already 274 mb.
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Re: [MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/

Postby Zero » 17 Jun 2017 19:15

Train depot done in bo3 lol. I'll post screenshots later. The updated pics on that game after I post them will be the last update on bo3 until it's finished for I know this forum is about RE and not about other games. Just siked the second hardest building layout is done. Exterior and Interior. Happy Frag'n! Now just the house and side building from train depot. After that it's Just filling in the blank with border and background props.
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Re: [MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/

Postby Zero » 17 Jun 2017 23:06

Just keep in mind I've only been working on interior and exterior skeleton of buildings. Any map models/FX you see are just me having play time in between. This will be the second time I remade this map. Hope you all enjoy eventually.

My net apparently allows me to upload 3 screenshots at a time. Verizon. Sorry...

https://postimg.org/gallery/1l72tomn8/ 1- 3
https://postimg.org/gallery/ig92evmu/ 3 - 6
https://postimg.org/gallery/nnxo3dmq/ 6 -9
https://postimg.org/gallery/1kv0yp3ty/ 9-12
https://postimg.org/gallery/3e1uz0zpe/ 12 - 15
https://postimg.org/gallery/2ybd4i1cm/ 15 - 18
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Re: [MAP] Hostile Version: 4.0 - Updated Screenshots - 5/21/

Postby Zero » 27 Aug 2017 07:55

Hello RE Community. Just thought I'd throw in this update with the new hostile on how it's coming along. After this I'll be returning to work on a map for RE.

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