mapper, modeller, artist, other stuffs
thanks for your input N3uR0 - you are right, this engine doesn't like big open maps, especially in multiplayer. Certain maps for IoV will be corridored and area portaled off, semi-linear in feel but with multiple attack routes, think in terms of a good CSS map with a mid, left and right, short left, short right, long, sniper spots etc. Other maps that are more open will take advantage of volumetric fog fading. If you look at BF2, especially in a jet or chopper, you will see a very crisp, immediate drop-off at the fog edge, so really, those maps are not all that massive, bigger than playable in source maybe, but not immense IMO. Once I get a couple of player characters coded in, perhaps the end of January, I will try to get a release of the mod as is with one or two maps of mine to spur interest from the community into making weapons models and maps, while I also finish other maps and create the other team characters and more vehicles and also weapons.
ouch, loaded question. Here is the loaded answer. In my opinion, the Source engine has not really seen the depths plumbed in terms of what it can present to a player or a team. HL2 is fantastic, all the other titles as well, but the physics hasn't been really explored in my opinion. I started in Hammer making prefabs and I spent alot of time mastering the entity use for events and physics. So, by 'realism' I suppose what I mean is using well thought out, highly optimized maps with some special physics effects, I could achieve a 'linear' gameplay flavour within multiplayer. People will say it can't be done in this engine, but I have proved that wrong a number of times. I want to balance playability with some well placed 'randomized' effects (rotating is a better description) to make an immersive feel. Whew! sorry for the earful, I hope that somehwat answers your question Fritz.
great hands for a start
that's odd - everything is embedded
good luck with that - finding a coder on here is tantamount to finding a unicorn
thanks for great links tovarisch
nice painting...thousand yard stare is always haunting
at least proneing - the leaning around corners is worthwhile if it is feasable - thanks for checking it out
oh HEY ! =D get down bro, of course I give credit where due, it is all I ask anyone that uses my creations too
why wouldn't they be? "In the dawning hours of 23 December 1941, the Japanese captured 1,603 men with the fall of the island garrison. Among those were 1,150 civilian contractors"
So...the Americans retake the island. I hear Americans were stubborn about that sort of thing back then...
nice - thanks dood
it's a map for Counter-Strike Source bro - if you have the game, just DL the map, place it inthe appropriate file and get down
palm tree models by Nauz - find them here Gaming-models.de
yeah, that's gorgeous, leaps right out
damn, that's some funny sh*t right there
yeah I said NEWS again, so sue me
the court case will make the 6 o'clock NOOZE!
mappy goodness here
download this map from ModDB here; Moddb.com
library with spiral staircase
leads to cross-roads along the tank escort route, the church in the background has full interior and a bell-tower - snipey snipey
wine-press shack - this will be one of the German spawns along the tank escort route
thanks for your comment - as far as adding custom code, whatever coding changes are emplaced are just locked into the build, it is a "conversion" of DoDs, mainly in terms of using the player models and some other content, the GUI would be different while some things would remain similar to DoDs, but it will still be a stand-alone mod - thanks bro
another view of abom's Leningrad map redone
still lots of detail to add
looks good - nice and bleak, like any zombie apocalyse should - the skybox texture is amazing, is it custom?
oooooo, kitchen knife...
uberkirsche's Tiger Tank model
lol - MOAR
8D - wouldja? I have PaintShop Pro - all of the tutorials online are for Photoshop >( - that'd be awesome dude
This map was originally designed by abominable37 (http://www.moddb.com/members/abominable37) - he has given permission to include this as a map for IoV. This map was originally designed then re-worked by me for Sniper Division. Fans will recognize it from that mod. More pics of the rework later.
Leon's Luger model WIP
Leon's Sherman tank model WIP
Leon's Panzer model WIP
Leons SDKFZ model WIP
Leon's STG-44 model WIP
Leon's Cromwell model WIP
lol...I got a fever...
we really need a foliage modeller
cow barn. Gots milk?
I feel lucky
it needs work, to be sure. Still in port. Thanks for checking it out
graphic used with general permission, find the talented lady that made it here; Serafinalisa.com
gracias senor por la comentario. Mi gusta tu visita nuestra proyecto. Hola tu mi amigos en la bonita pais Venezuela!
thanks for checking it out. = P
I posted this NEWS thread yesterday, but the admins didn't author it until today...
"Only the dead know the end of war"
yer banner is hilarious
your models are getting alot better, I see you have been working on it. Nice work, can't wait to see the finished prods. I'm gonna start soon on the LCVs for other areas.
very nice work. Making competent displacements is something I am working on for our mod. The trees are gorgeous.
this is an earlier shot before I started working on the balcony (other shot). Still some work to do on the archway entrance.
alot of the fascia will be reworked into static props. = P
Looking sexy. World War anyone?
OK here's the real update. Blends pfft, you thought that was the update. = D
still lots of fascia work to do.
rear gate detail to monastery grounds
another view of the tank starting routeSoviet spawn areas below, right) - more background will be added, much of it in the 3D skybox
rear spawn area(Soviet) facing first tank obstacle at the gates near rectory buildings
old Russian Orthodox church (right) next to Znamensky Monastery (left - unfinished) - a much larger Romanesque temple will be to the right(off screen).
IoV_Fliegt - map by uberkirsche
how can concrete be so sexy? - Maschinengewehr anyone?
these bunkers will house the beach-head guns and will be part of the landing objectives. Infantry will have to take out these guns for the tank LCV's to come ashore before they can escort tanks to the rear compound.
IoV_Fliegt - German airfield mechanical hangar. Stuka plane model by uberkirsche.
IoV_Fliegt - German flying wing - fictional plane model - map and model by uberkirsche
IoV_Fliegt - German airfield area. Map by uberkirsche
another view from the nuthouse...what was I thinking?
an intitial image for GUI / title page use. Needs some work on the emblems coloration = P
IoV_Fliegt - Higgins Landing Craft - map and model by uberkirsche
Battle of Kursk - Soviet T34 tank model - model by uberkirsche
Battle of Kursk - tank models display - map by uberkirsche
Liberation of Frankfurt - map by B@D
Omaha Beach Landing - Dog Sector1 - map by B@D