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General => Creations => Mapping => Topic started by: Statua on November 22, 2013, 06:33:37 PM

Title: Ineu Valley 2
Post by: Statua on November 22, 2013, 06:33:37 PM
Well. I've decided I'm gonna remake Ineu Valley from the ground up but transferring some parts like the bunker, the factory, the inn, etc. Its gonna be a side project of mine so there's no estimated completion date. If anyone has ideas for new things or how things could be done, feel free to post here. Might help me get a plan out.

So far though I'm planning on making it like Ineu Pass was laid out in regards to deep, narrow valleys. There will be lots more twists and turns so I can pack more shit in and make it feel bigger and improve FPS greatly. The only daynight compatability will be the old style of a skybrush and semi-dark nights.
Title: Re: Ineu Valley 2
Post by: Keskjer on November 22, 2013, 07:16:32 PM
My suggestion: Make it more interactive IE buttons for things to happen like traps and what not that can be reseted.

Hmm, I take it the map is being built more towards Serious RP and towards semi/lite RP. (always loved interactive maps, they make ya feel like theres more control in RP situations)
Title: Re: Ineu Valley 2
Post by: Statua on November 26, 2013, 05:09:18 PM
I dont quite understand what you mean.

Progress: Click to see the original size.
Title: Re: Ineu Valley 2
Post by: Delta1116732 on December 02, 2013, 11:37:21 PM
A small run down town like Good Spring from Fallout NV would be pretty cool. Example:

(http://images4.wikia.nocookie.net/__cb20110421122528/fallout/images/b/be/Goodsprings_aerial_view.jpg)
Title: Re: Ineu Valley 2
Post by: rBST Cow on December 03, 2013, 12:25:44 AM
Try to take some neat aspects from the origional that people liked. Personally I liked the location of where the town was. One side was a steep hill that had that criss cross road and on the other side it was kinda like a low slanted hill that lead to a waterfall and it was just cool to see. Perhaps get a different texture or whatever it's called for the trees that outline the map though. They are hideous and look like they were from a PS1 game.
Title: Re: Ineu Valley 2
Post by: Statua on December 03, 2013, 07:20:46 PM
Sorry cow, I have the town right in the middle of everything in hopes it will sort of change the dynamics of RP. Having it to one side or one corner seems to either cause lack of use of the rest of the map or people dont go to the town. I'd like to see how it being in the middle with 4 access points (north mountain, south mountain, east valley and west valley) will affect this. It might be interesting actually.

Delta, I like that idea. I have a place in mind where I might stick 3-4 extremely weathered buildings for housing.

Anyway, here's some progress:

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Title: Re: Ineu Valley 2
Post by: Nicknero on December 03, 2013, 08:43:34 PM
Oh my god the map is far from finished but it is already a masterpiece.
Title: Re: Ineu Valley 2
Post by: Keskjer on December 03, 2013, 11:32:50 PM
Is a winter edit going to be done? tbh I really liked the first INEU all wintered up and what not.
Title: Re: Ineu Valley 2
Post by: Statua on December 04, 2013, 12:49:10 AM
Is a winter edit going to be done? tbh I really liked the first INEU all wintered up and what not.
When the time comes maybe.
Title: Re: Ineu Valley 2
Post by: Statua on December 10, 2013, 02:05:11 PM
I decided ima do a missile silo. Here's a crudely drawn diagram of its layout. Click to see the original size.
Title: Re: Ineu Valley 2
Post by: Bish on December 10, 2013, 05:10:52 PM
I decided ima do a missile silo. Here's a crudely drawn diagram of its layout. Click to see the original size.
dem art skills.  You need a noble peace prise for deaz.
Title: Re: Ineu Valley 2
Post by: Statua on December 11, 2013, 02:36:51 PM
All done the silo base thing.

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Title: Re: Ineu Valley 2
Post by: Statua on December 13, 2013, 02:51:55 PM
Set up the brushwork for all the buildings.

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Title: Re: Ineu Valley 2
Post by: Lewis on December 13, 2013, 08:23:29 PM
Set up the brushwork for all the buildings.

Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.

those little wooden platforms on the side of the cliffs are pretty cool

this clearly calls for a revival of outlands
Title: Re: Ineu Valley 2
Post by: Statua on December 14, 2013, 08:41:41 PM
Just gotta finish some refugee made structures and bridges, make the combine base, then start detailing everything so like trees and other props for everything. Theb gonna optimize the map and done.

Ive got 3 weeks off so I should be done before the new year.
Title: Re: Ineu Valley 2
Post by: Statua on December 18, 2013, 06:46:47 PM
Was checking out other forms of lighting. I think this one's pretty cool. A new feel to the Ineu series is good.

Click to see the original size.Click to see the original size.

Ill probably tone down the HDR a bit of course.
Title: Re: Ineu Valley 2
Post by: Teitoku Ippan on December 18, 2013, 06:50:08 PM
might want to change skybox to reflect the lighting change lol otherwise looks nice
Title: Re: Ineu Valley 2
Post by: Statua on December 18, 2013, 07:30:50 PM
might want to change skybox to reflect the lighting change lol otherwise looks nice
Thats the skybox that goes with that lighting style <.< Its from outlands10a

Post Auto-Merged: December 19, 2013, 06:36:54 PM
I got it tuned just right :D

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Title: Re: Ineu Valley 2
Post by: Statua on December 21, 2013, 05:22:55 PM
Added shit. Also, if you guys wanna help me, here's a link to this version. Please report shit you find and if you really wanna help, hunt for floating props and holes in the displacements.

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>>Click to download rp_ineu_valley2_alpha<< (http://www.mediafire.com/download/a6os3l8f5o7nykg/rp_ineu_valley2_alpha.zip)
Title: Re: Ineu Valley 2
Post by: Nicknero on December 21, 2013, 06:19:56 PM
Sweet. I'll post my list of issues I find right here:

Prop sticking out on the back (I clipped half in the wall so you know which prop it is. Same room as the generators above)
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Missing textures on the construction poles.
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This might be raised a little bit to match height. (Smooth transition instead of a sudden step up?)
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Weird placement at the tunnel entrance (Further back on the top forest area of the above picture)
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This tunnel:
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Another weird placement at another tunnel entrance
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This tunnel:
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Missing waterfall textures
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Small tear in placements
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Open doors clip through these poles
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Uhm... Are these pipes supposed to be props that used to be above near the ceiling? (They also get stuck between the pile of tires and the door if the door opens.
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Weird white water texture? (The edges of the water seem to be normal though. Which makes it so weird)
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Map leak
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More white water
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Strange huge hole in the walls (Right side of Silo control room)
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Small tears in the map inside some tunnel
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Small leak in big tunnel (Both sides of the road)
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Tree clipping inside a building
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Missplaced prop
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Strange placement (At the sharp U turn inside the creepy spider/antlion tunnel)
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