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A mod called Entry

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Talvipakkanen
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Member since: 16.06.2008, 22:11
Location: Oulu, Finland
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A mod called Entry

Postby Talvipakkanen » 28.04.2010, 23:23

Entry

singleplayer modification


Image
before dawn
2010-12-01

---

d o w n l o a d

---

features

open isles map, several routes to each mission target
multiple objectives (with variations)
conventional weapons and enemies
plenty of randomized action
continuous ToD (full day/night cycles)
random starting time and location
moon movement and random start position
custom models and materials
custom airstrike
slightly hardened AI
--

goals of level design in this mod are
(re)playability
and
reasonably long play time, being approximately 2-3 hours
and
to learn modding :happy:
--

custom assets used in the mod
short video of a gate assembly (outdated)
---

story

Year is 2017.
Rumors about hostile encounters with unknown faction are circulating the world.
Nations are desperately gathering information about the events and raising their readiness for conflict.
Several new projects to produce high-yield weapons are in progress.


Image

You are a member of publicly unknown GDGS Corporation Initial Operations Group.
Equipped with ultramodern technology your abilities are far beyond any conventional counterpart.
--

mission

An undisclosed government has set an order to execute retrieval of a lost VTOL having irreplaceable information stored in it's computers.
VTOL is located on a small isle group in South Pacific Ocean.
Isles are occupied by a security force capable of military response.

You are assigned on a mission to intrude the target area and retrieve the VTOL intact by any means available.
There is no possibility for reinforcements or supplementary equipment during the mission.
---

C&C welcome

images shown are from various WIP stages and may not accurately present current or final scenes
---

Image
nightly rain at garrison
2010-12-17


Image
beach at night
2010-05-28


- Ninjas play all night long -

Image
rope bridge
2010-12-03


Image
passage
2010-12-03


- "All work and no play makes Jack a dull boy." -

Image
approaching a base
2010-12-03


Image
the mandatory waterfall...
2010-11-30


- play, or die trying -

Image
sunset
2010-01-30


Image Image
2010-12-25

Image Image
2010-12-25

Image Image
2010-10-17

- playing is hard, and then you die -

Image Image
2010-10-10

Image Image
2010-09

Image Image
2010-08

- there's no life -

Image Image

Image Image
--

Image Image
Last edited by Talvipakkanen on 08.02.2012, 21:26, edited 125 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
DeltaFart95
Not my first Rodeo
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Postby DeltaFart95 » 29.04.2010, 00:43

Looks like its going well man, pretty cool
Image
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Zippy24
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Postby Zippy24 » 29.04.2010, 01:06

Looks nice although it could use a bit more detail.
Image
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Talvipakkanen
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Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
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Postby Talvipakkanen » 29.04.2010, 01:09

Originally posted by DeltaFart95
Looks like its going well man, pretty cool

Thanks, it has been WIP so long it should look at least decent :P

Originally posted by Zippy24
Looks nice although it could use a bit more detail.

Thank you. Yep, more details :rolleyes: if i have patience... but this is a military installation. There's no garbage as in some scruffy village...
Last edited by Talvipakkanen on 06.05.2011, 13:32, edited 3 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
User avatar
Talvipakkanen
Executive Producer
Executive Producer
 
Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
Likes: 8

Postby Talvipakkanen » 30.04.2010, 22:38

Some of todays work, which at the moment is environment detailing. Images represent typical scenery and vegetation on the map.

Uhh... those grunts have to be variated.

EDIT: Pics are taken in editor without shadow maps rendering. Thus, no shadows..
Last edited by Talvipakkanen on 07.05.2010, 23:07, edited 2 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
User avatar
Talvipakkanen
Executive Producer
Executive Producer
 
Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
Likes: 8

Postby Talvipakkanen » 02.05.2010, 01:36

Todays shots...

Rightmost pic shows a typical campfire setup. Other two are from recently WIP'ed area.

EDIT: Pics are taken in editor without shadow maps rendering. Thus, no shadows..
Last edited by Talvipakkanen on 07.05.2010, 23:07, edited 3 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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icomrade
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Postby icomrade » 02.05.2010, 01:39

try to mix up the ground textures one texture of dirt for a km isnt that nice try 4 or 5 different textures for the dirt or rocks type.
Last edited by icomrade on 02.05.2010, 01:46, edited 1 time in total.
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Talvipakkanen
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Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
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Postby Talvipakkanen » 02.05.2010, 01:53

Originally posted by icomrade
try to mix up the ground textures one texture of dirt for a km isnt that nice try 4 or 5 different types.


Yup, there are places where is multiple textures. Some places have fewer, at least now. I really don't aim for extreme environment appearance in this map, but of course avoiding obvious shortcomings is important.
Last edited by Talvipakkanen on 02.05.2010, 01:56, edited 1 time in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
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Ghibli
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Postby Ghibli » 02.05.2010, 02:53

There are some very nice features for this map, i will keep an eye on it.
The overall environment is ok, but it's a shame that the sun is hiding behind terrain or not high enough in the sky to cast beautifull shadows on the ground.
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Geeman
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Postby Geeman » 02.05.2010, 03:32

I like your description of this project, I hope it all works out.
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Talvipakkanen
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Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
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Postby Talvipakkanen » 02.05.2010, 12:10

Originally posted by Ghibli
There are some very nice features for this map, i will keep an eye on it.
The overall environment is ok, but it's a shame that the sun is hiding behind terrain or not high enough in the sky to cast beautifull shadows on the ground.


Thanks Ghibli.

Actually there's lot of shadows, as the ToD is continuous and sun will rise and settle and all the usual things :D
Same applies to moon too.
Current images obviously do not contain very much shadows due to ToD, which is still WIP and anyway foggy part of the day.


Originally posted by Geeman
I like your description of this project, I hope it all works out.


Thanks. I try to make map playable with different styles of engagement.
Last edited by Talvipakkanen on 06.05.2011, 13:36, edited 1 time in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
User avatar
Talvipakkanen
Executive Producer
Executive Producer
 
Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
Likes: 8

Postby Talvipakkanen » 02.05.2010, 19:19

Last pic for this week. Shot is from one of the alternative routes to a mission target.

Time to burn April's backups on DVD.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
User avatar
Talvipakkanen
Executive Producer
Executive Producer
 
Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
Likes: 8

Postby Talvipakkanen » 05.05.2010, 16:26

Environment detailing continued. Any thoughts?
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
alfie
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Postby alfie » 05.05.2010, 16:29

place dirt decals along the water, it looks to clean like that
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Talvipakkanen
Executive Producer
Executive Producer
 
Posts: 4307
Member since: 16.06.2008, 22:11
Location: Oulu, Finland
Likes: 8

Postby Talvipakkanen » 05.05.2010, 18:28

Originally posted by alfie
place dirt decals along the water, it looks to clean like that


Yes, it's by default quite clean, and as such i feel it quite acceptable. On some places variation should exist, and decals would be one solution. Shoreline however is too long to be fully covered with decals. It would take probably a week to do, and i'm not doing it. As alternative way, i might alter the texture to produce less clean appearance. Adding more variation by using procedural vegetation and ground trash is also possible; as seen on the rightmost image the upper beach has some small rocks and trash designated only on limited height on the map.

Thank you for you comment alfie :D

EDIT: typo..
Last edited by Talvipakkanen on 06.05.2010, 19:25, edited 2 times in total.
Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -


 
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