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DOWNLOAD Treasure Island Beta
Posted: Tue Nov 11, 2003 8:46 pm
by Gen Cobra
Posted: Tue Nov 11, 2003 9:24 pm
by jv_map
Ahh looking bountish
Maybe change the hull a bit, it looks too squarish to me. A patch mesh at the bow would make it look better I think. Oh... one more thing... you need a pirate flag

Posted: Wed Nov 12, 2003 1:01 am
by Gen Cobra
Thanks for noticing. I have been working hard on this. Ill try and round the hull. I have a fewn things to learn before the ships look finished. I would really love to see one of these go around the island firing a cannon on players. I always like the small sumo maps with the tanks blasting you. Ill have to figure out how to make a different flag maybe one with a skul; Harrrrrr.
Posted: Wed Nov 12, 2003 1:55 am
by Mainframe
lookin dope as usual cobra ...... cant wait to kill on another great map

.... deck scrubbers trying to steal me gold chilings, ill see to they sleep with the sharks
Palms
Posted: Wed Nov 12, 2003 2:35 am
by tltrude
You should use some of Balr14's palm trees. They are not models, but I'm sure he would send you a prefab, or two.
For the ship, make only one side of the hull out of patch mesh. Then copy and flip it for the other side--works great!
Posted: Wed Nov 12, 2003 3:16 am
by nuggets
Hola Gen Cobra
the afore mentioned "pirate ship" would you want it to shoot at players from both teams or just at players from one team?
Posted: Wed Nov 12, 2003 5:47 am
by mohaa_rox
aye aye matey, look good.
maybe make it an obj map to "Locate the treasure!"
Posted: Wed Nov 12, 2003 12:44 pm
by Gen Cobra
Overview of the map. EMPTY. There will be a bridge connecting the two islands. Allies start on uboats and their ship. The axis will start on their ship and another place on the island I havent figured it out yet. Im making a cave set on the large island that is shaped like a skull.
tltrude wrote:You should use some of Balr14's palm trees. They are not models, but I'm sure he would send you a prefab, or two.
For the ship, make only one side of the hull out of patch mesh. Then copy and flip it for the other side--works great!
Yeah thats prob the best way to go. As far as the trees I def need something different for foliage. The island is bare right now only because I have yet to add anything thats prob why my frames are around 90-190 right now. The palm trees look ok but they hog resources as you know.
nuggets wrote:Hola Gen Cobra
the afore mentioned "pirate ship" would you want it to shoot at players from both teams or just at players from one team?
Anything really. What ever is easiest to make. I would like to see it target any player as it slowly cruises around the bay. The reason for that really is rather than clipping the open ocean I would rather see people get blasted for trying to swim out ot sea.
Thanks for the info. You all are better at scripting than me I just have a big imagination. I'll be back
Posted: Wed Nov 12, 2003 1:29 pm
by Hunter
hehe, something copletely different, hope it will have a great gameplay, cause the ship looks very nice
Posted: Thu Nov 13, 2003 12:29 am
by Gen Cobra
yo ho
Posted: Thu Nov 13, 2003 4:03 am
by bobzilla
I have only 1 problem with this map!
I WANT IT NOW!
bobzilla
Re: yo ho
Posted: Thu Nov 13, 2003 5:36 am
by Gen Cobra
bobzilla wrote:I have only 1 problem with this map!
I WANT IT NOW!
bobzilla
I'm almost done. I'm just adding small things like a set of docks, some rowboats and boxes etc. Not going overboard pardon the pun. I just have one problem, the horizon looks fine from lands point of view but just doesnt look right when your up high on the ships or in a watch tower and there isnt much space left to work with.

Posted: Thu Nov 13, 2003 6:34 am
by small_sumo
Looking good so far, you might want to use fog as the map gets mora and more detail and then some leaf groups set to work just out of range of the fog. Also if you bunch up some trees you could use full trees around the outside and some one face trees that have a shader to make me face you all the time, would be fps efficient and look busy with threes at the same time.
Nice mapping so far.
Update Pics
Posted: Fri Nov 14, 2003 4:10 pm
by Gen Cobra
Treasure Island
LOAD SCREEN
HITP had some amazing palms and grass foiliage. Very well done work as you know. Encorporating some of the static palms and grass really changed the environment and well continue too as I work on finishing. I think personally that they work much better with the cpu than the original trees in the game.
small_sumo wrote:Looking good so far, you might want to use fog as the map gets mora and more detail and then some leaf groups set to work just out of range of the fog. Also if you bunch up some trees you could use full trees around the outside and some one face trees that have a shader to make me face you all the time, would be fps efficient and look busy with threes at the same time.
Nice mapping so far.
Im a little leary of creating a leaf group in a map this size and it being outside. I think it will be fine. So far it runs good, but then again im not packing a ton of detail in this either. Creating prefrabs for the boats and not using a mass amount of models has kept the fps where it needs to be for players online. Im definately making sure the fps is good. My last few MP maps in my last mod were very good.
Ill fool around with the fog when I get it done and see if that blends the horizion any for me. Getting caught out in the ocean is gonna screw a lot of people trying to cross from the small islands without using the bridge. Plus if you fall in the water in some places it screws you because you cant go up some steep sandy banks un less you go around to a low area. Which was the idea.
Thanks for checkin it out.
Re: Update Pics
Posted: Fri Nov 14, 2003 5:44 pm
by General Death
Gen Cobra wrote:HITP had some amazing palms and grass foiliage. Very well done work as you know. Encorporating some of the static palms and grass really changed the environment and well continue too as I work on finishing. I think personally that they work much better with the cpu than the original trees in the game.
HitP core obj was to produce material for the community and Im glad to see it taking place

In the case of the palm models they turned out to be roughly half the face count as to what EA/2015 produced if I remember correctly.
This map keeps looking better and better. Keep up the good work
