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Thread: Galgatha [WIP]

  1. #1
    Is bad, really bad SMASH's Avatar
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    Galgatha [WIP]

    Yea, so this is my new city map that I'm working on. Alpha City was lost in formatting my HD so don't piss at me about that. Anyways, I've moved past my past symmetrical modeling into a new era of modeling for me. Here's some of my progress:



    It's going to be a larger sized city that will have awe inspiring skyscrapers and buildings. I'll keep you posted.
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  2. #2

    Re: Galgatha [WIP]

    Nice start.
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  3. #3
    The Imperial Army Zemious's Avatar
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    Re: Galgatha [WIP]

    Pretty sweet looking.
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  4. #4
    Is bad, really bad SMASH's Avatar
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    Re: Galgatha [WIP]

    Yea, thanks guys, I've been working hard and blasting teh music.



    I added a public park and a new skyscraper.
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  5. #5
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    Re: Galgatha [WIP]

    Those buildings need more... uhhh...

    Windows. :?

    Anyway, I think it's looking pretty good.
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  6. #6
    Is bad, really bad SMASH's Avatar
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    Re: Galgatha [WIP]

    You don't model windows, that would be a waste of polies for such huge buildings. They are going to be textured on.

    If the poly count is relatively low, I'm going to release for H2V and HCE.
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  7. #7
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    Re: Galgatha [WIP]

    Quote Originally Posted by SMASH View Post
    You don't model windows, that would be a waste of polies for such huge buildings. They are going to be textured on.
    Yeah, I know. I was being a .

    Still looks good, regardless.
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  8. #8
    Detenting Servation mR_r0b0to's Avatar
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    Re: Galgatha [WIP]

    Looks good. I don't like the name though.
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  9. #9
    Is bad, really bad SMASH's Avatar
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    Re: Galgatha [WIP]

    Because of it's religious implications? Or just cause it doesn't fit?
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  10. #10
    chilango Con's Avatar
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    Re: Galgatha [WIP]

    Sorry to ruin your thunda', but whenever you make a city map, it has to make sense. This map doesn't make a lot of sense so far. Here are some key things to remember:
    • Building styling should be similar; New York doesn't look like Vancouver. Don't make your buildings a mix of different styles.
    • Mentally walk around in your map, does it look like something you'd see downtown?
    • Do your infrastructures make sense? Roads and even sidewalks should be like a real city. Where are people going and how do they get there.
    • Balance out your walking and driving paths.
    • Courtyards and open areas with elevation changes make for some nice looking city maps.
    • Buildings should have a purpose. Nobody builds a skyscraper for looking at. For example, that beam-emitter-like tower you have there puzzles me, it looks like an aweful waste of space. If I were building it, I would want all the office space I could get, if that's its purpose. Also, incorperate not only the building's idea but it's function into the area around it.

    These are just a few things. When you're doing any map, it's important to sit down and draw it out on paper to get the gameplay figured out. For city maps, this is even more important. You need to pretend you're the mayor and you're designing a city that meets everyone's needs. Turf and District are perfect examples. They tried in the purposes of the area with the styling and the gameplay to make cool maps.
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