Muir Some More

I was able to spend about 2 more hours on Muir tonight, so I thought it'd be cool to take a few more screens and go over what I've changed or added.

I felt that the town didn't look very lived in. It looked like a collection of houses. So, I tried to beef it up a bit.






Hopefully it's easier for an infantry commander to hold that position, but also more fun and interesting to destroy. It's also important that the area looks real or believable.

I moved the trees around a bit on the hill to the infantry approach, which overlooks the town. It still won't be an ideal place for tanks, but artillery can now go there to snipe and trucks can quickly shuttle infantry to the top.



I think I'm happy with my first pass of the Team 1 (USA) spawn point. Here are two views. Notice the second one looks into the valley.






Here's a quick look from Team 2's spawn (USSR), which also happens to be their route to the peak.



I took a first pass at the command point I'm calling Truck Stop. It's wide open and sparse with cover. I'm hoping this is where armor will feel able to maneuver and dominate.



A slightly updated shot of the river crossing.


Lastly, an overview shot.



I've added far more trees to really flesh out the lush, forest atmosphere of the map (as well as it being more and more of an infantry haven and tank nightmare). I love tanks...not sure why I'm doing this to myself. Also, I've been consistently tightening the map by making it smaller. As I add more objects, I can see how my initial scale was way too big. So I keep bringing it in so that it's not so massive.

I'd like to think I can compile it and throw some bots into it this weekend.

(posted by grant at 1/24/2008)

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