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Freeway (City Map)

Posted: Wed Jun 24, 2015 10:02 pm UTC
by Supertanker

An urban map inspired by Deus Ex: Human Revolution.

Changelog (most recent first):

Alpha 1
Create main outdoor arena
Establish general atmosphere

Roadmap:

Alpha 2:
Finalize layout
Create building interiors
Place bases
Add at least one elevator

Beta 1:
Add detail to individual rooms
Source textures, models, and sounds for city
Refine gameplay

Here's the first alpha: https://jacksontech.net/map-freeway_a1.pk3

I haven't started on the building interiors yet or clipped off the playable area, which does not currently extend under the freeway itself. I'm thinking that the blue building will be the human side, and contain server rooms/electronic equipment, while the red building will be the alien side and contain some nice winding corridors and massive HVAC equipment. If this proves imbalanced we can flip the sides.

Some inspiration I've found for building interiors:
http://www.bdcnetwork.com/sites/default ... e/BIM4.jpg
http://www.sirayooth.com/images/3_1_MachineRoom.jpg
https://fbcdn-sphotos-d-a.akamaihd.net/ ... 2955_o.jpg
http://www.carnotrefrigeration.com/cach ... te-web.jpg
http://thumbs.dreamstime.com/z/wide-ang ... 759450.jpg
http://www.carnotrefrigeration.com/cach ... g_5195.jpg
http://www.carnotrefrigeration.com/cach ... avant1.jpg
http://www.carnotrefrigeration.com/cach ... g_1670.jpg
http://thumbs.dreamstime.com/z/machine- ... 796600.jpg

I'm looking for city textures, sounds, and models for the map. Some things I would like include neon signs, construction materials and equipment (we had some nice girder models lying around somewhere...), cars (or wrecks), aircraft, car noises, wind noises, cinderblock textures, door textures, etc. I'm not on campus much during the summer so my bandwidth is limited...

Thoughts please!


Re: Freeway (City Map)

Posted: Wed Jun 24, 2015 10:14 pm UTC
by kharnov

You've done an excellent job here at making a map that feels very different from our others. It doesn't feel like an enclosed space, and there's a very strong sense of vertical scale that feels intimidating. My personal favorite parts of the map are all the little details you put into the buildings, like that skylight or the connections between skyscrapers. I hope these can turn into sniping spots.