We're gaining ground!
While the last bugs of the upcoming 2.73 release are patiently being ironed out, we decided to give you another insight into the ET: Legacy asset recreation. While textures are a significant part of this, there are multiple others and this Dev-Log will be focused on the porting of more custom levels to the game.
There are several custom W:ET maps selected to be reworked and standardly shipped with the game to provide a broader variety of maps in high definition.
In order to fully make use of the new renderer and to avoid unwanted behaviour with the new textures and shaders these maps have to be recompiled, which grants us the opportunity to also add a higher level of details to the maps and if needed polish the appearance here and there.
For the map porting we set three ground rules:
#1 the setting/atmosphere is not to be altered
#2 changes to gameplay only with caution
#3 increase the level of detail
The first map that has been selected is a rather small and competitive map and one of the most played and best looking custom W:ET maps there are: Bergen by Detoeni.
Since this map is already equipped with a great layout, stable FPS and a high amount of eye-candy, there isn't too much left to do. Nevertheless one thing that we thought might need a little polishing is the terrain, so below you will find some work-in-progress preview shots of the new Bergen terrain.
The graphics shown in the following promotional shots are currently in alpha stage and will improve over time. Please note that the ET: Legacy compile is the standard light compile included in the Radiant for testing the lighting and is nowhere close to taking advantage of all compile parameters
"The Unterseebootwaffe of the 11th flotilla is harassing Allied shipping in the North Sea. As Operation Arrow descends on the Bergen area of Norway the Axis must protect the base from Allied attempts at sabotage."
In this screenshot you can see applied changes to the brushwork. The original steps were completely outside the bunker, which meant players could get stuck at the sides. This presented an unnecessary blockage while entering the bunker and has therefore been altered.
In this screenshot you can see applied changes to the terrain. The original terrain included a sharp cliff on the route to the allied MG nest on the hill top. This presented an unnecessary blockage and has therefore been altered.
There are no images of the bunker insides yet, which is due to the future plans of switching from brushwork based details to 3D assets (e.g. lockers, crates, etc.) to make proper use of the new renderer features.
If you think you can help the ET: Legacy asset recreation effort in any way (2D/3D Artists for textures and models, or Level Designers for further maps) please don't hesitate to contact us on #etlegacy
ET: Legacy development is a collaborative effort done in an open, transparent and friendly manner. Anyone is welcome to join our efforts and contribute to improving this project!