Well, it’s now officially 2016- and what better way to kick off the new year than by announcing a new project?
After my previous project fell through, I found myself out of work. This was somewhat problematic for me, since it meant I didn’t have anything to map for- and let’s face it, mapping doesn’t quite feel the same if it’s done just for the heck of it. Now, while I was still working on the project, I did do a bit of work for BMPD- it mostly involved making tram stops for when the tram lines are useable. So, having been a part-time contributor, I figured I could step it up a notch and become a full-time contributor- after all, how hard could it be?
So, after a bit of deliberation, I eventually decided to have a go at We’ve Got Hostiles. Now, this chapter is barely affected by the Resonance Cascade- the worst that appears to have happened is a few of the lights have gone out. However, I still think you could do a fair amount with a pre-disaster version of this chapter. But, because of the minimal changes throughout most of the map, most of the screenshots in this thread will be new areas (unless there have been significant changes to existing areas).
I’ve also decided to announce that you might also see entirely new maps in this chapter’s pre-disaster campaign. This is mostly because the WGH maps are already pretty full (at least in terms of entdata), and a lot of my ideas for new areas would take up a fairly large amount of space. Now, I can’t guarantee that these new maps will come out, as I might be pretty sick of warehouses by the time I’m done with the existing maps. And, as I somewhat inplied in the last sentence, the new maps will come only once the existing maps are completed. But, if all goes well, you’ll get 3 new maps to explore- won’t that be fun?
Progress so far[/size]
At this point, the pre-disaster campaign of WGH is still in it’s infancy. I’ve only completed a few areas of the A map, and most of them are still a work-in-progress. I can’t really say when you’ll get it (I’m not very good with release dates), but if I’m getting close to a release I’ll let you know. I’ll make sure to keep you all up-to-date on progress in the coming months. Until then, though, why not take a look at some of what you can expect in Pre-Disaster We’ve Got Hostiles?
The cafeteria looks pretty good fully lit. It would probably be even better if there were people using it, but I’ll get to that later (oh, and it looks like I forgot to turn on one of the lights over the menu, too. Just ignore it for now)
I can’t take full credit for this area- it was copied over from an old PD WGH map Sakai was working on. At this point, it still needs a bit of work (note to self: look in to aligning the stripe textures. Oh, and give those trucks a bit more space- if this were real, it would be a real pain to back in without damaging something), but I’d say it’s mostly finished. Also, I cannot explain the red glow in the upper left-hand corner (however, it wasn’t there before I built cubemaps, so I suspect it’s related to reflections somehow).
The room shown here was originally going to be a storage area, but I thought the available space wasn’t wide enough to fit a warehouse. So I decided to build this forklift repair area instead. This area changed a fair amount from it’s original design. I created the more contrasting room on the top, which was later modified by Sakai to fit in with the WGH aesthetic better (the current product is at the bottom). Also, ignore the black room at the end. That’s there until I decide what I want to put there.
Here’s the current version of the offices adjacent to the forklift repair area. There was an easter egg in one of them, but I hid it so I wouldn’t give it away.
And that’s about it for now. As always feedback, suggestions, and ideas are appreciated!