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America's Army => mAAp Project => Topic started by: Alex on Tuesday, June 05, 2012, 03:10:40 AM

Title: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 03:10:40 AM
I decided to try to remake Goldenrod City for AA. It turned out to be more difficult than I expected. I've got most of the buildings in place and furnished, but the novelty has kinda worn off with me. Does anyone want to actually see this map finished? I feel like moving on to an original project, but I'll complete it if people want.

[youtube]http://www.youtube.com/watch?v=RB4xuJFF5Ec&feature=youtu.be[/youtube]
Title: Re: Goldenrod City
Post by: Archeh on Tuesday, June 05, 2012, 03:46:40 AM
If you put more work into it I'll definitely play it.
Title: Re: Goldenrod City
Post by: Vanoke on Tuesday, June 05, 2012, 11:54:47 AM
Killaman is it not possible to put this map online so a lot players can help whit ideas. Ad this moment when i look the map i mis trees and hiding hiding places .And is ther a OBJ ore 2 ore 3 OBJ,  Can you go only in 1 building, ore in all buildings.

Look s fun when a lot players can look and are serius to help .
An it alway difficult to know in the future when summthin is getting populair.
look ad the coop games a lot maps no players.
So creating must be fun stand be hind it.
Title: Re: Goldenrod City
Post by: john on Tuesday, June 05, 2012, 12:09:23 PM
If you put more work into it I'll definitely play it.
Title: Re: Goldenrod City
Post by: BlueBlaster on Tuesday, June 05, 2012, 14:51:14 PM
Sweeeet.
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 15:51:22 PM
Killaman is it not possible to put this map online so a lot players can help whit ideas. Ad this moment when i look the map i mis trees and hiding hiding places .And is ther a OBJ ore 2 ore 3 OBJ,  Can you go only in 1 building, ore in all buildings.
No objectives yet, but there will be 2. You can go in all of the buildings you can go in in Pokemon Silver/Gold. Around 14. 
Title: Re: Goldenrod City
Post by: BlueBlaster on Tuesday, June 05, 2012, 16:24:01 PM
The department store OH MAI GAWD
Title: Re: Goldenrod City
Post by: GRAPES_APES on Tuesday, June 05, 2012, 16:56:41 PM
ur spiral staircase is tight, but theres no railing haha.
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 16:59:23 PM
ur spiral staircase is tight, but theres no railing haha.
I would love to have a railing for it, I just haven't figured out how to do it yet. :P
Title: Re: Goldenrod City
Post by: BlueBlaster on Tuesday, June 05, 2012, 17:18:30 PM
Hey killa I might make some railing meshes because I've run into that problem too.
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 17:29:10 PM
Hey killa I might make some railing meshes because I've run into that problem too.
That would be awesome.
Title: Re: Goldenrod City
Post by: Maxbulldog_53 on Tuesday, June 05, 2012, 17:55:59 PM
Hey killa I might make some railing meshes because I've run into that problem too.

agreed. im brand new to the editor and thats a problem ive ran into multiple times already
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 17:58:17 PM
Well they have railings for level ground, but there is no way to use them for stair without it looking crappy.
Title: Re: Goldenrod City
Post by: Spanky on Tuesday, June 05, 2012, 18:50:46 PM
Make your own out of BSP then convert them to a mesh.
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 19:22:33 PM
Anyone headed to Saffron City? :P

(https://dl.dropbox.com/u/514645/Screenshots/goldenrod%20train.png)

Just so there is no confusion, the train does not move and will not take you to Saffron City.
Title: Re: Goldenrod City
Post by: Spanky on Tuesday, June 05, 2012, 19:27:03 PM
If I were you, I would close the doors (unless it's key to gameplay?) and convert the whole thing to a mesh in the mAAp mesh package. Meshes render faster and better.
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 19:28:44 PM
If I were you, I would close the doors (unless it's key to gameplay?) and convert the whole thing to a mesh in the mAAp mesh package. Meshes render faster and better.
Na, it would be better if they were closed. That sounds like a good idea.
Title: Re: Goldenrod City
Post by: BlueBlaster on Tuesday, June 05, 2012, 19:33:23 PM
Oh yea Spanky said make your own railings from BSP, then convert it. Much easier to make the slants proper. I almost forgot about the convert option :P
Title: Re: Goldenrod City
Post by: Spanky on Tuesday, June 05, 2012, 19:34:32 PM
I'm full of good ideas.
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 19:46:18 PM
Tried to save it to the mAAp package and got a nice editor crash. How am I supposed to do this?
Title: Re: Goldenrod City
Post by: BlueBlaster on Tuesday, June 05, 2012, 19:55:18 PM
Try an export and import?
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 19:58:54 PM
Try an export and import?
It won't even let me convert it, regardless of the package. Too many things at once I'm assuming.
Title: Re: Goldenrod City
Post by: Spanky on Tuesday, June 05, 2012, 20:02:15 PM
Yea, it might be too many triangles or something. Maybe try small pieces at once.
Title: Re: Goldenrod City
Post by: Alex on Tuesday, June 05, 2012, 20:08:06 PM
I've got it down to 30 things at once and still crashing. Anything lower than that it will be like 50 static meshes, and that's not really worth it.
Title: Re: Goldenrod City
Post by: BlueBlaster on Tuesday, June 05, 2012, 20:23:13 PM
Time to learn Blender :D
Title: Re: Goldenrod City
Post by: eKC0mm on Wednesday, June 06, 2012, 16:48:01 PM
The rooms are massive, the map is massive. Things i have noticed about maps that get played are that they are compact, have options in terms of where to go, but those options are all relevant in the grand scheme of the map and objectives. Basically every piece of a map has certain relevance to an objective. Hospital, IC, Weapons Cache are good examples of maps that have relevance in open spaces and are popular maps because of it.

Im not trying to bash your creation. I think its a clever idea. BUT your asking for alot out of the gate. A map of this size and openness demands ALOT of players. People may simply lose interest before a server gets big enough to play.
Title: Re: Goldenrod City
Post by: Spanky on Wednesday, June 06, 2012, 16:48:54 PM
Im not trying to bash your creation. I think its a clever idea. BUT your asking for alot out of the gate. A map of this size and openness demands ALOT of players. People may simply lose interest before a server gets big enough to play.

Then it will fit right in with mAAp.
Title: Re: Goldenrod City
Post by: BlueBlaster on Wednesday, June 06, 2012, 17:58:45 PM
I'm willing to bet this is more of a concept fun map and probably won't be included in mAAp in the way it looks right now.

Also take a look at SF Extraction or Radio Tower :)
Title: Re: Goldenrod City
Post by: Vanoke on Wednesday, June 06, 2012, 18:10:18 PM
I look and think and wish.     
Maybe it helps.
Attentional points. 
Becose its now very open...........
1 - As I mentioned it, there must be more hiding places. 
2 - I see not muts  entrances into buildings  so you can run trow it.
3 - I thought to see the sea  when you go into to that tower, when its possible to put sum fog around it .
How playeble is it ................ 
4 - Starting point Assault on east site and Defence on west site whit that tower in the south - middle
      Cheange obj`s to diffrent spots
      Ore !!!!
     1 obj on north
     2 obj 3 floor in tower >>not on the 4 floor total above !<< if thats the way to 2 obj Then>>>>>>
     >>>> tower needs sec, entry adder site, and to go above to 3 floor  also 2 stairs meabe crossing whit the stairs that you
     have put in now.
5 - Get both obj to win,
See if I can do somethingwhit it ,   Yourself have  a good overview of what can and can not do.
Bye bye till next time
Title: Re: Goldenrod City
Post by: Possessed on Wednesday, June 06, 2012, 18:39:44 PM
Im not trying to bash your creation. I think its a clever idea. BUT your asking for alot out of the gate. A map of this size and openness demands ALOT of players. People may simply lose interest before a server gets big enough to play.

time to make 64 players maps :P?
Title: Re: Goldenrod City
Post by: Alex on Wednesday, June 06, 2012, 21:28:13 PM
The rooms are massive, the map is massive. Things i have noticed about maps that get played are that they are compact, have options in terms of where to go, but those options are all relevant in the grand scheme of the map and objectives. Basically every piece of a map has certain relevance to an objective. Hospital, IC, Weapons Cache are good examples of maps that have relevance in open spaces and are popular maps because of it.

Im not trying to bash your creation. I think its a clever idea. BUT your asking for alot out of the gate. A map of this size and openness demands ALOT of players. People may simply lose interest before a server gets big enough to play.
To be honest this map was just started as more of a joke and I had too much free time and went too far with it. I never really intended for it to be a real map. I agree, there is way too much open space. There is a lot wrong with the layout,. It's simply too big with not enough stuff. It's more of a novelty map than anything. I appreciate your feedback and it's a good observation, people don't like big maps. I would have scaled it down, but due to Pokemon's nonsensical scaling the inside of buildings are big while the outside is small and vice versa. I didn't realize how big of a problem that would be until I started. I ended up with huge buildings. Bigger than I originally wanted.
Title: Re: Goldenrod City
Post by: Spanky on Thursday, June 07, 2012, 11:50:11 AM
Killa's goldenrod is too big :(
Title: Re: Goldenrod City
Post by: Possessed on Thursday, June 07, 2012, 11:59:02 AM
Killa's goldenrod is too big :(
I would like to see a big map, only a terrain like a desert and some reachable peaks/mountains :D(like Monkey Island)
and somethings to hide behind XD
Title: Re: Goldenrod City
Post by: BlueBlaster on Thursday, June 07, 2012, 13:41:17 PM
Radio Tower?
Title: Re: Goldenrod City
Post by: Alex on Thursday, June 07, 2012, 14:19:18 PM
I would like to see a big map, only a terrain like a desert and some reachable peaks/mountains :D(like Monkey Island)
and somethings to hide behind XD
I was actually thinking about making a long range terrain based map not too long ago. Something like River Basin, but better.
Title: Re: Goldenrod City
Post by: Possessed on Thursday, June 07, 2012, 14:26:28 PM
Radio Tower?
more plain terrain, its impossible to see ppl on the building if you are at the spawn :D
Title: Re: Goldenrod City
Post by: Vanoke on Thursday, June 07, 2012, 21:31:42 PM
I would like to see a big map, only a terrain like a desert and some reachable peaks/mountains :D(like Monkey Island)
and somethings to hide behind XD

You mean one like this and whit 64 guys in it
http://www.youtube.com/watch?v=2TypMwnCyFk&feature=results_main&playnext=1&list=PLF20345B762EE63CF

My opinion is!!>>>
>>> Time to cooperate whit aaotts, Assist hase the opening to the world aaotts has the maps
Title: Re: Goldenrod City
Post by: Possessed on Thursday, June 07, 2012, 23:16:13 PM
You mean one like this and whit 64 guys in it
http://www.youtube.com/watch?v=2TypMwnCyFk&feature=results_main&playnext=1&list=PLF20345B762EE63CF

My opinion is!!>>>
>>> Time to cooperate whit aaotts, Assist hase the opening to the world aaotts has the maps
good map and yeah some know mappers are in aaotts
Title: Re: Goldenrod City
Post by: Alex on Monday, June 11, 2012, 16:15:31 PM
Here is the map if anyone wants to run around in it. I'm not working on it anymore. Warning, it does not have proper spawns.

https://dl.dropbox.com/u/514645/Goldenrod.aao