Young hungarian graphic artist.
Wow! What a sight. I can almost hear the scream of the airplanes.
Thank you! The forest is interesting too. Seems like 2016 is the year of the jungles: Tanoa and this.
Are these models and textures placeholders?
Great concept! Good luck dear developers! Tracking.
It is great! Looks like a junk ship, however crossed with a galleon. The beak could be a bit more chinese though.
Do you have in mind to script that sensor as a PIP too? As in a scenario where the Hastur commander in a base can monitor his fellow teammate's movements from their point of view by watching at the screens? Arma3 picture in picture + live feed camera..
Is the thermos on the face is in fact a scanner, like the the apache gunship's scanners?
Picture was taken from the theatrical feature Serenity, which is the finale of the Firefly series.
I wonder whether PAX happened? G23pax.com
I really like your Arma female model. Right, you can't tell here, but looking at the pictures, they all have real-life woman body.
The upper right walking could use a bit more swag though: Youtube.com :)
The smaller rings attached from the outside to the main ring have the approximate diameter of my native village where I was born. :)
I completely forgot them! Bot how? they are just lovable. :)
It is so good to see this city on ground with the horizon. And what will be the function of those green 'garden' spaces between the streets? Those triangle empty lots I am speaking about. Will there be trees? Are those accesible?
Hello! Be advised, if you animate anything, you have to stick to the 12 principles of animation. Explained flawlessly in this video: Youtube.com
Even 3d animators use these rules.
Thank you very much for your time and your explanation! I understand now.
I have never played Oblivion, and I share your enthusiasm. :) It has the potential to be a game-changer, yes. I'm not sure about the AI though.
Absolutely, however I spoke about the production-cost. Which is the time in this modding situation. Does the amount of work worth to design everything accesible, even when players overlook them propably? Additionally, regular fps games has rules how to design maps. They are CQB games. Arma is an open field-experience. And this mod would be something different, something real new. A scientific warfarfe can be shown here. Still, design and visual-wise it has some issues. Bohemia interactive designs smaller than real life cities for a reason:
1. Distinguishable parts of the city makes the map aesthetically nice, and easier to navigate in.
2. For combat, they dont want you to travel half an hour in a city. The map is huge, and yet they cut it into several pieces of interests. So you can oversee the combat situations, and with relatively small ammount of running, the scenery changes around you more often. I think HorribleGoat is about to achieve this. I don't oversee the development.
3. Not to speaking of optimization. Everybody has different computers.
So You look out of your window, or walking on the street amidst car wrecks, and you can see only this huge city. You feel small. I am really interested how would that look like! Would it feel repetetive? The dev's are making a great city with interesting parts. Just how many can bee seen from the street? Only the offices and condos, And the even taller central tower? Wow I would like to see some concept arts. :)
I have got a question about the production design. Does the develoment of this scale justified because you imagine specified gameplay scenarios in the various parts of this metropolis, or do you want to lay down a very detailed map, which can be freely explored and used by mission makers? I mean do you have a vision and a designer-plan about the kind of action will be encountered in the different districts? For example the bottom left "alley" (which I think could be a highway as well), will support infantry movements better, or will be better for vehicular combat? Is the higher ground accessible for footmen? I remember an older video where you flew through the skeletal beams of the architecture, detailing your plan, that you will put "buildings" inside of it. Right? With interiors in some or in every cases. The heights are great, and if you can acces some offices on the twenty-ish level, the strict layout of the city will obstruct you to simply run to the other side of the street. You have to decrease to the street level, across the wide street and up again. This is a great distance. I just imagine it is not combat-friendly, if you won't install heli-pads or skywalks on the walls, to be able to picked up by transport-aircrafts. As much I want to explore this, I can't belive I would like to run out from a skyscraper for 10 minutes just to reach the other side of the street. So I imagine mission makers would create a level which would be staged on the same side roughly. And everything else would be a scenic view, although they are fully modelled and randomly generated. Or is it simply a high scenic design, and the players can move and acces interiors only on the ground levels? I am asking this, because as I see now, you put an insane amount of work into the design, which will be neglected by the players. Not when they have the chance to explore, but when they will make missions on your great map. So I am really interested of the perception of the player: you show us awesome pictures about the city, but viewed from the bird's-eye. I still think this is a great work, it is just the first time for me to put some thoughts in the game-design. I hope it is all right if I message you here, in front of the others. If not, you can delete this comment and maybe we can elevate this to the level of PM. Cheers!
Real science fiction is happening here. But man, you should open an office: I can only imagine how many workhours does it require. :)
Nice design. I liked the old one too.
Thank you for the reply and forgive my insolence. I am sure the final product will be great!
The units are terrific! I have got a slight issue with the armory of champions though: it's a bit too clean. The edges are very strong, you should vertically curve it a bit. Or fill it up with props.Also even roman barracks had some paintings on their side walls.Moreover I miss the trim tile from the roof.
Good speed developers! Tracking!
Very much so!
I think they are going after the appearance of the Warcraft 1 human buildings.
Like some future Ned Kelly. :)
'Dad Bod armor' :)
Nice, futuristic look. Though will be easy to snipe down players 'hiding' in cover wearing this master chef helmet. :)
It is just a delight to see this monster comes alive. Yes, the stompy sound effect is great, adds a lot to the menacing ... uh ...christmas feeling. Just an average day before christmas in the mall.