Description

A very detailed map of an devasted area, filled with ruins and debris. This map contains the remnants of a city, that has been devastated by an enormous payload, that dropped near it's most beautiful marks: the Skyscrapers. Now their rubble is only a bridge accross the city's main river.

Preview
Urban Wasteland
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Starfox100
Starfox100 - - 1,297 comments

O.O wow..

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-Redeemer- Author
-Redeemer- - - 342 comments

O.O yup

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l00t_pursu1t
l00t_pursu1t - - 64 comments

Dude... this map is freaking awesome! It has more detail than many of the first person shooter games I have played. I am seriously blown away by your work. In the last skirmish match I played on this map, I held off on defeating my opponent just so I could spend my time exploring the fallen city.

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-Redeemer- Author
-Redeemer- - - 342 comments

Thanks man, that's what I aimed for :D
I appreciate it :)

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‡worlun‡
‡worlun‡ - - 2,027 comments

totaly awesome, I also had my first red star on this map :D only thing that i miss is some more visual fx

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-Redeemer- Author
-Redeemer- - - 342 comments

thanks, nice! :D
unfortunately I don't have a lot of experience with visual fx, but I think all that rubble already takes enough performance :D

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Oaks
Oaks - - 2,242 comments

The scripted physics of hospitals are great, but their "bridge" structure standing on them could even take damage with them.
So,for example if hospital1 or hostpital2 reaches 50% of health,
so could the "bridge".
By that is not meant the actual bridges over rivers. xd
Its a fantastically detailed assymetric map,
with lots of neutral assets of course.
Everyone prefers different Camera behavior, but most favorite
Min height and Pitch angle I saw is 200.0 and 37.50.
(Your map has 120.0 and 40.0)
Even Max height if needed could be adjusted all the way from 400 to 450.
Seems I have a thing for Evening day time over Morning,Afternoon and Night. xd
The dusty brown fog at Fog settings is supposed to be disabled?
Any Global lighting would maybe also not be detrimental, I think.
Or it would prove to be even more burdensome for our computer systems? :D

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-Redeemer- Author
-Redeemer- - - 342 comments

Thanks man :)
I dont quite understand what you meant by the 50% for hospital1 and 2. Right now the bridge only collapses when h1 or h2 are completely destroyed. Do you mean it should collapse even before that?
I really appreciate the love for this map, worked around 2 months on it ^^
I dont quite remember, but AFAIK i didnt change min height, but actually did that to max height and pitch angle. And yes you're right, to reduce the resources the map needs, I made the max height a bit lower than I intended (first had it at 500 lol) and also raised the angle so that a bit less of the map is shown at once.
Just 2 hours before release I found the lighting tool (with RGB and such) but only tweaked it a bit for longer shadows. I think the lighting wouldnt be so bad, but also didnt want to experiment to much, maybe next time :D And I didnt find evening suitable, I just picked morning, also looked a bit better with the bleach bypass.
Yeah, kinda dont like fog, but it would've made sense here
Thanks for your words :)

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Oaks
Oaks - - 2,242 comments

Heheh, those structures are at 50% of their health to begin with. xd
There already were someone who did a map with skycrapers and scripted system of falling pieces.
I mean that if you will damage the lower part, so should be damaged the upper part of one "united" structure. But that would be just unrewarding and ungrateful in case of structure which already has low health, just to increase more "realism feeling".
Though of course, parts which are above ground cannot be garrisoned.
And skycrapers(structure standing on structure) would need very delicate script system, when you decide if simply all structures will fall(or be damaged together) when lowest or which part takes damage.

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