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Tower Assault

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  • replied
    latest (insane) ideas:
    (btw. - i could make my <100buckish ebay pieces quad-
    core finally run by just renewing the graphiccards silver paste) and
    the above tower could be turned into some scraper skeleton situated
    on some desert planets desert oasis (of insanity) completely with the cages of insanity
    which once house too hungry beast raptors and twice have the ultimate weapons of choice
    plus below a megabunker (of insanity) and all this only required some kind of todo
    and simplification plus game elements optimisation plan kind of


    or comparably it could be the skeleton of a (insane) islamamo
    tower mosque in mexican desert to enable even more weirdness
    Last edited by Kaal979; 08-16-2018, 06:43 PM.

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  • replied
    NEW IDEAS!!!
    How about a future Urban Scenario where all action
    places around towers and their flying-cars garages?!
    Like when different game developer triads fight it out the
    harder/or maybe easier way intruding their headquarters
    to steal and sabotage and maybe even to kill some bosses!
    Something like rocket snipers versus flight tanks high
    above the inpassable megacity hives.
    These inspirations mostly came from the Marvel2099
    graphic novels from back in the nineties by the way.
    Also i find it quite approprite when a true cyber gladiator
    champion also sorta feels like some marvelous super guy.
    Not to mention the potential of the entire environment
    design - rich and innovative more than only a true source
    for future warfare simulation!

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  • replied
    This concept (DM Tower) is hereby declared
    as "Open Source" without any claimed rights!
    Grab it while you can!

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  • replied
    Again - im planning to make this for for UT99 only so if
    a certain developement team would like it in some new
    game id be more than honored if they made a adaption!

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  • replied
    Abit Halo - abit Tribes and a whole lotta Unreal - the
    entire thang should somewhat look like this (though
    the fortification needs improvement later)!

    Click image for larger version

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    P.S.: The actual lift liquid
    zones in the tower shall have
    ascending healing effects!
    Last edited by Kaal979; 12-28-2014, 04:02 PM.

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  • replied
    I got a super idea - i could try making both at once!
    Maybe this way even they could not need to be updated.

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  • replied
    After a long meditation about the towers environment
    im still unsure what is better - a sand planet where crystals
    grow and with lava bassins or more the prehistoric jungle scenery.
    Btw - the entire thing shall also receive a moat filled either with
    water or lava. Opinions are appreciated!

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  • replied
    Btw. - how about adding the above tower to this sort of great fortress at all?
    (Good level design definitively gonna take a loot planning time!)



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  • replied
    Now - months after the imagination of the tower im remembering a once planned map of the Afghanistan warzone came back in my mind!
    The plans were to create a giantic playground which reflects any aspects of the actual country with things like - ruins - volcanic crater
    fields - mountains with caves and of course many military stuffs like trenches bunkers ect. Now after abit dreaming of this map i found it
    could advance to a extraterrestric planetary scenery and i could add in the tower from above - the planet Afghanis idea is born!
    When im also adding elements from my once planned map mountain fort monsterhunt and many great action stuffs like airstrikes - mines
    - vehicles - animals - destryable ruins and many more in a perfectionized way in terms of design but also gameplay the map could become
    UT crossing a legendary work which servers as ideal for maps in coming actual games!

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  • replied
    Its so weird (chickle) but posting always brings improvement ideas!
    So i now found a great way to once segment the long fluid way
    and also to make the rooms more interesting and arena-like (liandri)!
    Simply that way that the players must leave the fluid under a ramp in
    order to get on it to enter the next - lots of bridges and stuffs going there.
    The perfect opportunity to make the design even more defense oriented for
    the higher positioned.
    Last edited by Kaal979; 09-17-2014, 06:03 PM.

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  • replied
    After long "meditations" now the interior drawed as sidecut.
    Next i can begin to bring the top levels on raster papers!

    P.S.: The waved lines shall show some sort of liquid
    zone (like e.g. in dm-healpod) where players can swim
    up or down - a substitute for elevator.

    P.S.2: Ideas and critiques are welcome - especially
    for the second top room which should be better
    defendable - maybe also there elevators instead of fluid?!
    I think the problem ther is the symmetry only with the four ways.
    Attached Files
    Last edited by Kaal979; 09-17-2014, 05:45 PM.

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  • replied
    Improved variant!

    P.S.: Heres a link with the planned UMX:
    http://dfiles.eu/files/tsk1318ia
    And yes - there shall lay many
    nali skeletons around - horrific!
    Attached Files
    Last edited by Kaal979; 09-15-2014, 10:22 PM.

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  • replied
    The first rough silhouette shaped with
    loads of rubbing/erasing old lines.
    Attached Files

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  • replied
    Here already some older concepts from back when
    the map was originally planned as MonsterHunt map.
    Im still keeping this in mind but imo. more important
    is the deathmatch/teamdeathmatch setup.
    Pay attention to the cool ramp shape at bottom
    level where attacker from outside be hindered to
    use the towers dead ankle to hide from above fire!
    Although this is (not) only authenticy design since
    im planning to not add closing doors as seen in all
    original UT DM maps.

    P.S.: One of the coolest things of this map be how
    players who die need to again run the long and
    dangerous ways to the action - similar like in Mh.
    Who didnt read the posts above - all players and
    bots spawn at the map borders from where all run
    to the tower positioned in the center!
    Attached Files
    Last edited by Kaal979; 09-15-2014, 03:56 PM.

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  • replied
    Design Plan - Tower Assault Map (UT99)

    Designing Exterior and then Interior
    1. Visual appearance - realizing imaginations as sketches with
    focus on silhouette shapes and window and door placement.
    2. Adding authenticity like defendability also against imaginary
    war machinery like flightcrafts et cetera.
    3. Adjusting the designs in terms of playability especially with
    bots and humans also focussed on fair chances and flow (s.a.).
    4. Termining weapon placements and if necessary
    changing few designs for optimization.
    5. Drawing the design on raster paper
    in order before creating it in the editor.
    6. After testing the finished design trial of various terrain
    surroundement designs and deciding outside pickup placements.
    7. Building and texturing of the entire map.
    8. Bot pathing and such and again texturing adjustements.

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