IraqiWalker, on 26 April 2014 - 02:51 AM, said:
Thank you, finally something to start working with, instead of the internet tough guy act without any backing.
 
That's not bad, How many kilometers are the dimensions for it?
 
I also assume you plan on adding some actual terrain obstructions?
 
As far as building go, the current ones we have are out of scale a bit (as in an Atlas is three stories tall compared to some of them), Why not build a skeletal mesh from the ground up and then worry about skin?
 
If you import some of the assets, most importantly mechs, which are to scale with what their heights should be in most cases, you can then use them as a scale for how tall/big everything else should be. Seems convoluted, but I've already seen a lot of people pull up the assets and do wonders with them.
 
I'll find the thread for how to get those assets.
 
 
using the in-program measuring tool it comes out at a peachy 2.32 Kilometers, while not HUGE compared to other maps, I've been thinking of doing something more in terms of "verticality" rather than sheer walking distance.
 
I was thinking of creating a map in which there are seperate levels and altitudes (impromptu-conjoined buildings thanks to military bridges like in Terra-Therma) and CQC spaced out with longer ranged engagements, this creates the ability of hunkering down but keep moving.
Top levels of the city will mostly LRM food, Middle layers would most likely be Ballistics based while sublayers are more energy friendly, players will be able to freely move between city levels and if need be use all their weapons at will as part of tactics. Players will not only have to think about the advantages of their choice but also the choices of enemy players (players who might very well be Above you... or Below.)
Think back to that City in Hawken... but a bit more towering and a lot more tactical and thinking... like stealing a spot in a parking Garage.
 
---
 
as par with Building assets, I'm aware most of them are like a " 0.8:1 " ratio compared to mechs for some reason, what I will need to do is find a way to get the assets from the MWO folders and then convert it into a .OBJ file... from that I can get other dimensions such as mechs and work around that. Custom buildings will have to be made along with textures since resizing problems with textures are prevalent. I know that the Cryengine 3 sandbox is quite forgiving and friendly when it comes to importing user assets and textures.
 
again I probably wont be able to do major work until late-May/early June due to Finals and Projects coming up, but we'll see how it goes. Cry Engine Sandbox is not friendly to MWO's map format for some reason... so to test out the map functionality I will have to test out the map like this:
sorry for the giant wall of text.