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 Post subject: Describe your perfect ORION: Prelude map!
PostPosted: Mon Nov 22, 2010 11:42 pm 
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So let's say you had the ability to create / design / describe your PERFECT ORION: Prelude game level - what would it be?

This can include a remake from another level from any other game or a brand new and fresh idea.

There is a chance that your idea may get used - and if it does - you will not only be credited but automatically accepted into the Private Beta upon it's launch.

There is currently around 30 already designed / planned layouts for multiplayer environments for ORION: Prelude - so don't think it's that we are short on any :P

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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Wed Nov 24, 2010 1:32 pm 
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CS_Siege

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I also think a run down version of a current city. Something like in I Am Legend.

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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Wed Nov 24, 2010 1:46 pm 
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CS_Siege is one of the greatest maps of all time. Really surprised they never officially remade it for the Source adaptation. Dimension Studios, the 3rd party level design studio was actually responsible for it's remake which you can download here:


Quote:
DOWNLOAD "CS_SIEGE" FOR COUNTER-STRIKE SOURCE - CREATED BY DIMENSION STUDIOS:
http://www.fpsbanana.com/maps/53211




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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Thu Nov 25, 2010 4:31 pm 
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Here is some quick bot-based gameplay from the Counter-Strike Source remake of "cs_siege" by our affiliates, Dimension Studios. Pretty nice ;)


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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Thu Nov 25, 2010 6:03 pm 
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mprassel wrote:
I also think a run down version of a current city. Something like in I Am Legend.


yeah, i would certainly be into that. we did a rather large city in bf2 Reality mod. had all enterable buildings.

Might be fun to do a abandoned colony of some sort as our art range it more future tech.

you only really need 4-5 good sized buildings that can be modularly combined and connected by breezeways and what not and you could do a pretty indepth map. even integrate the city components into a large rocky plateau to give some elevation.. like a mining colony or something similar.


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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Thu Nov 25, 2010 7:19 pm 
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That's the greatest thing about the jump from Source to Unreal. The ability to scale and do modular asset structuring so much easier. On the Source engine you couldn't even scale models in-editor.

On Unreal, you can literally make a complete forest out of 3-4 different tree models.

But yeah, that would definitely be interesting to feature such a claustrophobic map - the game play would be dramatically changed. I'd be interested to see how it'd play out.

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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Thu Nov 25, 2010 8:42 pm 
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Praz wrote:
That's the greatest thing about the jump from Source to Unreal. The ability to scale and do modular asset structuring so much easier. On the Source engine you couldn't even scale models in-editor.

On Unreal, you can literally make a complete forest out of 3-4 different tree models.

But yeah, that would definitely be interesting to feature such a claustrophobic map - the game play would be dramatically changed. I'd be interested to see how it'd play out.


yes.. dynamic scaling is about the most exciting thing with new generation engines.

as for citish level I think you could integrate enough large boulevards and open spaces (occuring for some purpose of course) that you could integrate the dinos and let them roam as well. .. would have to think through a doable design.

a large mining complex always pops into my head. with large processing buildings big enough for old trex to run through but alot of minor paths for characters to navigate to keep safe. tunnel systems below terrrain we could do as well and always add an extra path to and from objectives that is unexpected.


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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Thu Nov 25, 2010 10:54 pm 
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Sounds like a map that I'll task you with down the road after this "bleep" game build that is due. You come from that background and you and Tom can kick up some old memories for nostalgia sake in the near future ;)

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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Fri Nov 26, 2010 12:36 am 
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A very vertical-based abstract map.

e.g. http://www.garrysmod.org/downloads/?a=view&id=111325

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 Post subject: Re: Describe your perfect ORION: Prelude map!
PostPosted: Fri Nov 26, 2010 12:28 pm 
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While we won't be able to pull off for the competitive modes (due to a required amount of structures for each base), don't be surprised if we tap into a beach-head map (Omaha style) for a Cooperative mission.


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