The map I'm currently working on is centered around gameplay on a bridge modeled after the Ludendorff bridge at Remagen during WWII. I originally had it without snow and focused on replicating the bridge and scenery, however it looked very odd. So now I'm going for this sort of look shown. I plan on definitely doing CTF, Neutral flag, Strongholds. I'd like to keep the map looking as realistic as possible, therefor no futuristic/halo/covenant pieces. Any feedback on how I should incorporate scenery, cover, objectives, weapons, and vehicles are appreciated.
Okay, so if it's possible to use less bulky pieces for the bridge on your map, that would be a lot better. Of course, it would need to be a balance between whatever is too bulky, and way too thin. But I suggest to lean more towards the thin side than the thick, and you seem to be leaning towards the latter, even if by a little bit. Also, I recommend you blast everything with frost overlays. Because right now the bridge seems to pop out too much in kind of a cartoony way, which you're trying to avoid. So, do keep the colors the same, of all the beams and everything. But maybe add a frost overlay to everything -- and I mean everything that you can on, but have it be minimal or additive on the beams and what not, in order to let it pop out at the right level. I would say that the frost should be whatever is the least amount possible, but it HAS to touch almost everything, if not everything, because that will give it a better look. Don't forget to make the scale as low as possible, otherwise it does this stupid extremely repetitive thing. For the light, I can't necessarily tell but make sure it's on point rather than spot. That looks more natural usually, at least to me. Because light isn't as hard edged ad spot makes it seem, realistically speaking light disperses, bounces of off things around it, and fades away very gently, which point can allow if done right. Also, I did a little more research and found that maybe your flooring is a little oversimplified. Instead of being one texture overall, perhaps you could implement what it is in this picture: http://www.warrelics.eu/forum/attac...ictures-ludendorff-bridge-ww1-lutendorff-.jpg . If you look at the ground, you'll notice the left is one texture, and is the majority of the grounding. I'd estimate about 60% of it, and on the other side it's plank looking things. If you can implement that, that would look more realistic. But not without remembering the whole frost aspect of it all. If you can implement a "Stasis Crate" or two, that would help. If it's too futuristic, that makes sense too. Just whatever you can do to make those crates seem less raw and cartoony, it's better. Maybe reducing one part of it to full metallic, and the other to something between a 0-3 metallic, to get some more contrast. But if they're the same color, or similar colors, (all three of the primary, secondary, and tertiary), it won't contrast too much. I think a major key in forging in this game is achieving a balance of contrast that does pop out, yet retains a monochromatic nature to prevent anything from looking cartoony. But that's if you're aiming for realism. I'm sure there's a lot more I could nitpick, because I'm just that way (until I forge my own map, and get overwhelmed by having to do everything I criticize about my map) but mainly it looks already halfway there, and I'm interested to see what happens if you end up taking my advice,
I really appreciate your comments on the map so far. I've been adding more cover right now, but I'm about to set everything to a frost overlay on the lowest scale. IMO the lowest scale (0.5) is not much different than the highest (2.5), but I definitely agree with you. I want it to look good and the frost will possibly do it, but I don't want it to look like an abandoned bridge thats been frozen for 1,000 years. Maybe different coloring will help, but I will definitely try the frost first. For the lights I'm still messing around with them. I really want them to be very dim but still noticeable. I would like them to appear noticeable but not overpowering, more of an aesthetic feature than a light with a purpose. As for the bridges texture, I completely understand what you're saying. I looked into the history and the repairs undertaken on the bridge during the war. The bridge was mainly used for trains to cross and had tracks, however as the allies reached the bridge Army engineers covered the tracks using planks of wood. I tried using wood textures and it just looked goofy so I added snow. I'm not going for a total 100% replica but a bridge modeled after the Ludendorff bridge, specifically the metal designs. I'm going to keep working. For gameplay I thought that this map might be pretty good for breakout if I add enough cover. I would love to somehow add tanks and make this a BTB map but I don't think framerate will cooperate
This looks pretty good man, I really like this stuff. Are you going to build those stone pillar/entrance structures too? I forged a famous WWII bridge too from my hometown called 'Battle of Arnhem'. Also over the river Rhine.
Yeah I remember you forging that map. I really love the WWII style for maps. A Bridge Too Tar is one of my favorite movies, so I really like what you did. I actually have made the stone structures on a version of this map before I decided to go with snow. The only problem I was having is that you don't get very good sight lines and the stone towers looked a little odd. I'm going to keep playing around with them though, because the map as it is just the bridge and 2 landmasses. Thats what I'm trying to figure out is how to make the map seem bigger as well.
Yeah like you said, it doesn't need to be an exact replica, it also has to work properly. I'll be sure to check it out soon to see it up close.
Yeah, I didn't expect you to be able to or even have to use any of my suggestions. The biggest reason is that I couldn't look at how different frost was at the various levels right there and then, which happens. I kinda forget how things look sometimes, but I assumed it was different from my memory. I guess not so much. But I think to achieve the realism, maybe you'd have to tinker with what you posted at least, in terms of coloring and overlays, etc. Other than that, good luck man!