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As announced on both the forums, as well as the www.to-crossfire.net
site, with the new 1.7 patch for TO:Crossfire comes a new map. The name
has been chosen by the community. First by random names, after that, by
a poll. The work-in-progress name of OBJ-This will thus be replaced by
OBJ-Deluge.
Once There Was a Dream...
The
map officially started as a 'boredom' project. Just a thing, a feeling,
an idea that was at the back of my mind constantly. To get it out I
started mapping. Being inspired by the FarCry game a little, I wanted
to create something warm, moody and above all dreamy.

A very rough early version
was posted on the development forums, due to an IRC discussion with
some of my fellow developers. Enthusiastic reactions fuelled my
motivation to make something of the map. OBJ-This.to2 was born. Now my
initial thought was to create a sandy canyon with loads of water.
Mainly dominated by terrain and less by buildings. Since this is not
such an interesting layout option, mainly due to nade-spamming and the
optimisation of the map, I decided otherwise. Create a dreamy
Arabic-looking little town.

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And Then the Dream Continued Even When I Was Awake...
Still
recognise certain areas? I admit, it changed dramatically. But that is
the beauty of being a level designer; dream, think, map. As you can
see, the shadow and dreamy lights are the most attractive features of
the map. I didn't want to create a complex map that looks good only
because of the details. I wanted to create a map where you can dream
about, but above all, play, with joy. The Arabic theme lends itself
beautifully to flat rooftops and simple box-like architecture. Ideal
for the game that the map is being developed for.
After
these shots, I placed the map on our internal distribution network.
This means that everyone can download the map and play with it. Now
this is where true teamwork comes in. Various people responded to the
map, giving hints, tips, ideas and best of all, inspiration.

Teamwork Truly is a Wonder...
As
I can't work with a 3D modelling program, I create everything with BSP.
We also often use this method: make a final BSP-version and slowly
replace everything by mesh. Why? Because of optimisation (rather a
better running map then a slow, laggy one) but most of all, because of
the details we are able to give with meshes.
Perfect_Storm
kicked in here as he gave a good deal of his time to modelling the
needed meshes for the map. As he worked, he also put some quick screen
shots on the forums. This way the team can judge and think-through the
whole process.

(read more for extra images!!!)
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