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 Post subject: Griffinbound's Trost (WIP)
Posted: January 24th, 2015, 5:12 am 

Note: Recommended Titan sizes are 1 through 3. 1 through 4 (normal sizes) all work, but listing the maximum Titan size as 3 seems to fit best with the scaling of the map. To achieve this, type "/mode size 1 3" into the chatbox if you are the master client. If you plan to use this script, please keep this in mind while setting up your server. Thank you.

Hey guys. I'm Griffinbound, and I'm new to this forum. In this thread, I would like to share my progress towards what will hopefully be a worthy representation of the anime adaptation of Attack on Titan's Trost District for free use in the Attack on Titan Tribute Game. This thread will be periodically updated to match the current standing of the map script. Note that this is a work-in-progress, and as such will take time to complete. For a list of version features, bugs and issues, please refer to the space below the script.

Also, I hate to be "that guy," and I don't mean to sound cocky, but please give me credit should you choose to use any of my work. Thank you.

http://pastebin.com/n6vXnLPA

http://puu.sh/fljQh/1bdc04f902.jpg
http://puu.sh/flk1V/6e526c1366.jpg
http://puu.sh/flke1/71b94ee6e3.jpg
http://puu.sh/flknX/749177015c.jpg
http://puu.sh/flkwh/d5b550d68c.jpg
http://puu.sh/flkBt/18f7ad78ba.jpg
http://puu.sh/flkHt/c6a9f86611.jpg
http://puu.sh/flkRR/d2686ca78f.jpg

v1.9 Features:
-Completed HQ w/ Underground Supply Room and Courtyard (ready for release, but I'll likely be adding to the structure post-release)
-Anime-authentic elevation (this will be expanded on; the stairwell for the HQ is unfortunately lengthy as it is the only way to keep a realistic HQ spawn while giving off a sense of elevation, as the HQ is supposed to be atop a large central hill)
-District walls
-Outer gate (breached), Inner gate
-Canal/waterway
-Outer gate trenches/defenses (WIP)
-Outer gate community (WIP)
-Roads (WIP)
-Buildings/Clocktowers (WIP)

v1.9 Bugs/Issues:
-Some textures flicker. I might go back and fix what I can, but for the most part I won't be doing anything about this because most of the fixes would screw with the map.
-The skybox is buggy on higher quality. RiceCake appears to be working on this.
-Players do have some space to go outside the map, but this isn't recommended. I haven't developed anything out there yet, nor do I really plan to. All one will see is the edge of the map and the end of the canal.
-Some of the textures are a bit of an eyesore due to stretching. I am definitely planning on touching this up after the initial release to make things prettier, but the priority is to get the first playable version of the map out to you guys for testing and entertainment.

Comments? Questions? Suggestions? Leave them below. Enjoy.

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Posted: March 14th, 2015, 12:29 am 

Hello again, forum goers. This won't be a single map script so much as a small compilation of seperate items for free and public use. Since I'm not quite sure when/if I'll get back into map making after hearing that RC will be discontinued, I've decided to post editor resources of my own design here for the people that are still willing to put in the effort. Happy mapping!

Griffinbound's Trost Walls (with canal; adjusted for elevation):
http://pastebin.com/TFGfxKxz

Screenshots:
http://puu.sh/gzdou/6d6506c9ac.jpg
http://puu.sh/gzdsF/f749020f9e.jpg
http://puu.sh/gzdwy/3180ca5295.jpg

Griffinbound's Trost Roads:
Work in progress. Check back later!

Screenshots:
N/A

Griffinbound's Trost HQ (High-definition, full-interiour, no-stairwell version; adjusted for elevation):
Work in progress. Check back later!

Screenshots:
N/A

-GR

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Posted: April 7th, 2015, 5:36 am 

Alright guys, the RP section is ready for play. There's a lot that I can and probably will add and fix later down the road, but now that the basics have been met, I'm posting the v1.1 script. A couple things to note: invisible barriers are up, so you won't be able to go over the wall or too far out into the nothingness, and I haven't bothered to cover all the doors and windows on the custom house, so don't bother going into those unless you're a derp--there's nothing in there to find.

Oh, and those screenshots are missing a few things (like the gate, obviously, which is now in place), I'm just too lazy to take current screenshots right now because I'm exhausted.

Now that that's taken care of, I'll be getting to work on finishing Trost in its entirety. Enjoy.

http://pastebin.com/5p6XwiSh

http://puu.sh/h4owq/eb1f2f4420.jpg
http://puu.sh/haynS/37fc4fcffc.jpg
http://puu.sh/haypP/8a37b85be7.jpg
http://puu.sh/hays3/c118c2bb04.jpg
http://puu.sh/hayu5/39a0f9dc5f.jpg
http://puu.sh/hayw8/dfa8df2734.jpg
http://puu.sh/hayyg/493cac489f.jpg


Comments? Suggestions? Leave them below. Enjoy.

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Posted: April 24th, 2015, 12:50 am 

READ THIS FIRST: If you want to edit, remix or use this map or any of my work in any way, you are welcome to. However, permission must be asked for first. Otherwise, any use will not be permitted and I will ask the moderator staff to remove your work.

GAMEPLAY WARNING: This map is much larger than the default map area, at a scale of 2x2 instead of the default 1x1 square. This map has a high object count, which is currently at 2,243 and will continue to increase as I work. This map is designed with the maximum Titan count, 50, in mind. Because of these three facts, I recommend that those who wish to play this map have a decent PC setup to avoid crashes. Also because of the high object count, load times will be moderately lengthy. This is unavoidable, so please be patient when attempting to load. RiceCake has done an excellent job of optimizing the game for RC clients, but take note of all this.

---------------------------------------------------------------------------------------------------------------------------------------------------------

Special thanks to meecube for accepting my model requests and working on them with my cooperation. His work motivated me to continue work on this map after a down period following the announcement of RC Mod's discontinuation. Special thanks also go to TheBellFox for collaborating with Meecube and I to create the working cannon models that were originally specifically for this map, as well as RiceCake for making all of this possible.

If you like the map, please show it and leave a Thank at the bottom of this post!

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First playable version is ready to go. Pretty sure that most of you already know the deal from the first attempt at the map, so I won't spend much time with explanations. What I will say is that this is decidedly a work-in-progress and there is still a lot to be added. If I get any comments along the lines of "where's the rest of the map" or "when will this be finished," I'm sorry, but an annoyed glare at the computer screen is the most I can give as a response. For the latter, there's simply no way in hell I can give any sort of estimated time of arrival. The process of building this map takes a lot of time and effort, and I simply don't know when or if I'll get work done, so bear with me. I've also just started college with a sizable work load, so my free time is even more diminished. Regardless, I'm doing my best, and I'll hope to get consistent progress on the map hammered out.

What's being prioritized in the map making process right now?
1. External area (50%)
2. Outer gate area (100%)
3. Headquarters (75%)
4. District area (20%)(CURRENT PRIORITY)
5. Roads (100%)
6. Finishing touches (0%)

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Without further ado, follow the link below and copy the entire script to use the map. Enjoy.

http://pastebin.com/B2p5rRvY

Screenshots:
http://puu.sh/jHNg1/437bb51b6d.jpg
http://puu.sh/jHNo7/5b470ce6d6.jpg
http://puu.sh/jHNpg/019850ba54.jpg
http://puu.sh/jHNrk/9db3b61d18.jpg
http://puu.sh/jHNsM/57362b32a5.jpg
http://puu.sh/jHNtU/076c83de15.jpg
http://puu.sh/jHNxW/8b61c877db.jpg
http://puu.sh/jHNvR/11b557f812.jpg

Cheers.
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