
OHunterO
Joined: May 24, 2012
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Posted: Aug 30, 2016 01:07 PM
Msg. 1 of 26
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Aug 30, 2016 01:28 PM
Msg. 2 of 26
If your going to do this, do it becuase you want it, not becuase somebody else wants.
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Aug 30, 2016 02:34 PM
Msg. 3 of 26
Honest answer? No.
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S12Spark
Joined: Apr 25, 2015
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Posted: Aug 30, 2016 03:04 PM
Msg. 4 of 26
Yeah I'd love to see it done myself, but it's up to you and if you are interested and have the passion to do so.
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Aug 30, 2016 03:07 PM
Msg. 5 of 26
I think we have enough BloodGulchs as it is.
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Aug 30, 2016 03:11 PM
Msg. 6 of 26
I vote yes, but would like to see a bit more trees in the landscape.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 30, 2016 03:16 PM
Msg. 7 of 26
I've always wanted to see a really good HD bloodgulch map. It's still a BG mod, but it's THE BG mod.
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EtchyaSketch
Joined: Apr 11, 2014
S P I N
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Posted: Aug 30, 2016 03:31 PM
Msg. 8 of 26
Revamping the bases is good and all, but I think bloodgulch could use a layout change, more line of sight breaks etc
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Aug 30, 2016 03:56 PM
Msg. 9 of 26
Is anything worth it? Is life worth it? Why are we brought into this world in the first place? To recreate already pre-made higher definition bloodgulch bases? Is this what your life is all about?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Aug 30, 2016 05:28 PM
Msg. 10 of 26
Option 1: Make map. Option 2: Beg for attention.
(chooses Option 2....facepalm.) Edited by OrangeJuice on Aug 30, 2016 at 05:29 PM
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Invader Veex
Joined: Apr 11, 2007
i make poast
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Posted: Aug 30, 2016 06:01 PM
Msg. 11 of 26
My heart says yes, but my mind says no.
However, if you do want to make an amazing modern Bloodgulch, do some geological research before beginning; what you create will be exponentially more realistic.. Figure out what type of material you want to environment rock to be, and learn exactly how it will erode and change over time. be sure to make a significant difference between layers of sediment is you go with a sedimentary or metamorphic material. As in, model that stuff in, and don't just slap a pretty, basic af bitmap on there. Have separate bitmaps for each layer (or reuse some, but vary the layers, or use a different detail map. Just be sure to vary color with some layers, and possibly materials. Iron enriched sandstone would be an easy base material, with the occasional layer of limestone sticking out in slabs.)
If you do end up doing this, consult with me over PMs.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 30, 2016 06:20 PM
Msg. 12 of 26
I'm going to say right now, the base designs in bloodline are pretty damn cool looking without a doubt. If you want to do a cool bloodgulch revamp though, definitely go through the route of changing the layout to make it play a little bit better than it did previously.
Few Notable issues - Sightlines from base to base is insane, nothing really stopping a good sniper from spawncamping anywhere on the map - While there are extra paths, ground play lacked badly due to too few places where vehicles would have a hard time getting through - Height limit for Banshees was terribad - Map tends to feel too congested for legitimate air combat
Just a few notable concerns to look into from my view. Actual decision making is completely up to you.
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Alex
Joined: Apr 22, 2016
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Posted: Aug 30, 2016 06:38 PM
Msg. 13 of 26
Quote: --- Original message by: R93_Sniper - Height limit for Banshees was terribad - Map tends to feel too congested for legitimate air combat Maybe that's because the map wasn't made for air combat??
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 30, 2016 07:15 PM
Msg. 14 of 26
Quote: --- Original message by: HyperAlexQuote: --- Original message by: R93_Sniper - Height limit for Banshees was terribad - Map tends to feel too congested for legitimate air combat Maybe that's because the map wasn't made for air combat?? Then explain to me why the banshees are even there in the first place
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Aug 30, 2016 07:36 PM
Msg. 15 of 26
I think if the map was more like beaver creek, it'd play better. Specifically if it was split down the middle and had some barriers that make it difficult for vehicles to pass through. A river coming from inside the cave would look nice too.
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Aug 30, 2016 07:44 PM
Msg. 16 of 26
Quote: --- Original message by: Jesse I've always wanted to see a really good HD bloodgulch map. It's still a BG mod, but it's THE BG mod. The useless crap I released has a new BG bsp.
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 31, 2016 01:32 AM
Msg. 17 of 26
Quote: --- Original message by: Jesse I think if the map was more like beaver creek, it'd play better. Specifically if it was split down the middle and had some barriers that make it difficult for vehicles to pass through. A river coming from inside the cave would look nice too. Dunno if you remember it, but Lavadeeto and Eliteslasher were working on Crimson Valley at one point and it strove to make fixes like that, and did it partially well too. Maybe drawing inspiration from that would help
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Alex
Joined: Apr 22, 2016
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Posted: Aug 31, 2016 05:38 AM
Msg. 18 of 26
Quote: --- Original message by: Spartan314Quote: --- Original message by: HyperAlexQuote: --- Original message by: R93_Sniper - Height limit for Banshees was terribad - Map tends to feel too congested for legitimate air combat Maybe that's because the map wasn't made for air combat?? Then explain to me why the banshees are even there in the first place The original map on the original Xbox did not contain banshee's as a playable vehicle.
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The Master
Joined: Aug 8, 2014
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Posted: Aug 31, 2016 06:10 AM
Msg. 19 of 26
^ I think all vehicle bloodgulch would benefit from a better land-air weapon and higher limits, aswell as some alternative routes to get the flag that aren't so easily defensible by tanks and banshees. Maybe add a gauss sniper on each base somewhere hard not to be sniped by the other team and a tunnel below the map where no vehicles fit or can spawn-rape easily that gets rid of campers and makes them move every once in a while
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Aug 31, 2016 09:23 AM
Msg. 20 of 26
Quote: --- Original message by: negan U can create that but make sure use OS.
U could possibily get the same result like this one. Not really, maybe it can look like H3, but thats just to much for the HCE engine
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OHunterO
Joined: May 24, 2012
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Posted: Aug 31, 2016 12:22 PM
Msg. 21 of 26
It isn't a bloodgulch mod really, it would be a complete remake. Only issue then is if the map is remade the content needs to meet the same kind of quality really.
IV and Jeese, I will consult you when the time I right :)
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 31, 2016 04:04 PM
Msg. 22 of 26
You'll never get it in game to the same effect. Limitations :/
But it would be interesting to see what you come up with hunta.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Sep 1, 2016 12:14 AM
Msg. 23 of 26
This is so worth it. Just Do It!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Sep 1, 2016 02:35 PM
Msg. 24 of 26
Quote: --- Original message by: OHunterO It isn't a bloodgulch mod really, it would be a complete remake. Only issue then is if the map is remade the content needs to meet the same kind of quality really.
IV and Jeese, I will consult you when the time I right :) You will most likely have to use scenery as the cliff rocks. If you do it well, you can have the lighting work properly on large chunks of rock scenery. I know this because one of my projects uses inhuman amounts of scenery, but it looks good as a result. And of course, the BSP cliffs underneath the rocks will be the 'collision' for them.
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Mootjuh
Joined: Mar 12, 2008
Hilariously derailing oneliner
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Posted: Sep 2, 2016 12:47 AM
Msg. 25 of 26
If you're clever you can do some BSP switches and simulate a dynamic LoD system for BSPs so said rocks appear with higher fidelity close up. That way you can keep the lightmaps.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Sep 2, 2016 03:11 AM
Msg. 26 of 26
Do it! But don't make it as bland as it is currently. Expand, add colour and variety!
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