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Messages - Maxbulldog_53

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376
mAAp Project / Re: SF Hospital Search And Rescue
« on: Wednesday, May 16, 2012, 08:21:42 AM »
I dont know about them checkerplate floors

just your standard metal floor lol. What don't you know about it?

377
mAAp Project / Re: SF Hospital Search And Rescue
« on: Wednesday, May 16, 2012, 02:37:28 AM »
edit the sky and stick the deathstar up there as an easter egg

lolz idk about that. there are a few funny easter eggs ive put in the map though ;)

*UPDATE* Got a few more screenies of what i've been working on as of late:

bottom of escort vantage building stairwell:


storage room in the basement:


electrical room in the basement:


basement hallway looking towards west wing ladder entrance (lit):


basement hallway looking towards storage room:


basement hallway looking towards electrical room:


bottom of stairwell near front lobby:


bottom of stairwell near parking garage entrance:


What do y'all think about it?

378
mAAp Project / Re: SF Hospital Search And Rescue
« on: Wednesday, May 16, 2012, 02:32:15 AM »
yeahhh i think de stars are dere holmes.

379
mAAp Project / Re: SF Hospital Search And Rescue
« on: Wednesday, May 16, 2012, 02:01:49 AM »
No more black starless sky!

just added some stars and what not to my sky. check it out yo  8)


380
mAAp Project / Re: SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 22:22:48 PM »
Well, one thing I had tried to play out as a scenario in Pipeline was that an enemy soldier wanted to defect so he was executed in the bathroom. I think something similar could be done. Think about it; all the civilians are cowering in Hospital, maybe something happened pre-round? Some kind of enemy raid to get the VIP in and get him medical help (thus civilians that show resistance are shot on site) and then now the mission is to evacuate him?

hmmm could be an interesting scenario. Might do something with it. Who knows :-)

381
mAAp Project / Re: SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 16:51:29 PM »
thanks guys. its actually starting to look like i maybe kind of sort of know what im doing a little bit.

382
News / Re: Round 5 (May 17) - Thursday Night Fights
« on: Tuesday, May 15, 2012, 14:48:25 PM »
we actually talked about that and expect to start seeing some mAAps being played next thursday ;)

383
mAAp Project / Re: SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 14:38:57 PM »
Looks pretty good dude. Except, align the floor textures :D

heheh i didnt even realize it wasnt aligned until i looked at the screenshot and said the hell with it for now lolz.

384
News / Re: Round 5 (May 17) - Thursday Night Fights
« on: Tuesday, May 15, 2012, 14:28:19 PM »
thanks blue :D

385
mAAp Project / Re: SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 12:49:55 PM »
Looks nice indeed. Blood on the walls would add some more gloomy atmosphere.

was actually thinking about this. I used to play F.E.A.R. a lot and was kinda thinking of that game but i wanna keep it true to americas army and i dont really think you would find blood all over the walls lol.

*EDIT* Updated Screenshots:

ladder hole in west wing:


bottom of ladder hole (still unlit):


kitchen:


kitchen:


cafeteria (lit):


basement hallway:


another basement hallway:


basement hallway (from stairs):

386
mAAp Project / Re: SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 02:45:51 AM »
not really, too many people maximize brightness and stuff that making a map devoted to the idea of night vision isn't really feasible anymore without lowing the ambient brightness low enough to null the effects of maxed settings, and as u know the people who haven't changed there graphic settings will just see black. We already agreed even tho nate got all winge winge about it that forcing a brightness/contrast true to default wasn't good. This is just my way of saying forget night vision, learn how to use lightening effects because u can do some pretty wizard stuff that will make the map greater then just boring old darkness.

most definitely agree with you. I've been looking at some cool lighting tutorials and what not and dont really like the idea of nightvision. Just gonna make sure everythings properly lit.

387
mAAp Project / Re: SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 02:39:06 AM »
Yeah i havent really dont anything with the lighting in the cafeteria and in the last 4 shots (so spanky i think ur monitors fine ;). Been trying to mainly get the layout and stuff situated. I shall go back and mess with the lighting. Oh yeah and spanky you mentioned before i should try and mess with the coronas since im changing it to night. Do i have to go through all of the individual light sources and do it through their properties?

*EDIT*

I think as far as adding on to the map im finished. Right now I have the basement connecting the escort vantage building and the stairwell near west wing on ambush side to the hospital. Could possibly have roof access to the hospital but not 100% sure yet. Still have plans to add a morg in. Also im retexturing everything which isnt a big deal. Thinking about switching the vip spawn to the interrogation room in the basement but not too sure if thats gonna work out. Plan to add a break room as well as an on call room to the first floor.

388
mAAp Project / SF Hospital Search And Rescue
« on: Tuesday, May 15, 2012, 00:53:29 AM »
So lately as you know I've been working on an edit of SF Hospital. Been working pretty hard over the past 2 weeks and I feel my work is starting to pay off. Here's some screenshots of what I've got so far. Check out and let me know what you think.

security room in the basement:


interrogation room in the basement:


storage closet in the basement:


hallway in the basement (from storage closet):


cafeteria in the basement:


doorway and window into the kitchen (from cafeteria):


ladder hole to the basement (from entrance to west wing):


stairway down to basement (from stairwell next to front lobby doors):



389
mAAp Project / Re: Another question.
« on: Monday, May 14, 2012, 21:20:52 PM »
Same thing :) You CAN do it and it will work offline but it won't work in multiplayer (because the cameratextureclient actor doesn't replicate so you need a mod to force it).

ahh gotcha

390
mAAp Project / Re: Another question.
« on: Monday, May 14, 2012, 16:01:50 PM »
Im actually using 2.8 (although im sure its most likely the same way) so there's no way to make this happen then?

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