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User avatar   Skilled Modder Skilled ModderMember since: 15.12.2007, 19:42Posts: 640 Likes: 0
 

 Post Topic: [WIP] Fort Davao
PostPosted 06.06.2010, 04:50 
[WIP] Fort Davao

Hey everyone, It's been a while since I've done anything real in SB2 since I've been busy with school, and i just took my SATs today (5 hours of testing in a 90 degree gym surrounded by people is not cool lol). So far I've spent while working on the mountains and the base design, based on a rough concept of the idea i drew in english class. I've probably accumulated a little more than 2 days of work on it overall.

Here's the Pic:
Image

Anyways, on to shots of the map itself:

The mountainside:
Image

The Large waterfall(just started it, verrry unfinished)
Image

Road near start point:
Image

Roadside cliff:
Image|

View of the mountain backdrop:
Image

And here's my WIP intro cutscene (still needs more explosions)

Intro:
[YOUTUBE]oBqEcZsSkmk[/YOUTUBE]

Sorry about the Aspect Ratio - Youtube supports 16:9 and my monitor is 16:10, so it messes it up.

ENEMIES:
Detailed info on the baddies you'll face and the arsenal they carry
(will be updated as new enemies are added)
Standard Infantryman:

Image

Shoulder pad type - normal + lower exposed
Armor level - moderate
Ocular MOD - Minimal: allows for threat analysis and detection. No Image intensifier.
Loadout - SCAR, SOCOM

Background Info - Equipped with a reflex enhancing suit that bears a remarkable resemblance to the US nanosuit design, these guys carry standard issue SOCOM pistols and the SCAR assault rifle as a primary weapon. Armed with an ocular implant in the right eye, they have greatly improved accuracy over an average soldier and it serves to help them identify threats and objects of use. They pack slightly more punch then your standard korean grunt, and their armor offers considerably more protection than KPA heavy armor. They should still remain a small enough threat that you can dispatch of easily - their main strength derived from coordinated efforts in numbers with the help of a squad leader.

Marksman:

Image

Shoulder pad type - weak + exposed
Armor level - light
Ocular MOD - Moderate: Allows for threat analysis and detection, built-in Image intensification, and highlighting of targets at extreme distances.
Loadout - DSG1, SMG

Background Info - armed with a similar suit of reflex enhancing armor - the helmet bears modified night vision goggles that interface with the ocular implants to offer light amplification, as well as an auto highlight system much like that of your binoculars. These special ops soldiers have received some of the best marksman training in the world. Much more deadly than a korean sniper, these guys lack CQC fighting ability but are effective at extreme ranges and deadly accurate - enough so that one of their well placed shots can knock you off your feet.

Heavy Weapons Specialist:

Image

Shoulder pad type - Full
Armor level - Heavy
Ocular MOD - none
Loadout - Minigun, LAW, Shotgun

Background Info - Some of the toughest guys around, these guys chew steel for breakfast. They can absorb a hell of a lot of damage, due to their enhanced armor plating. They specialize in the use of large weapons and explosives such as the minigun or LAW, but sometimes like to use a Shotgun in CQC. They also carry a large backpack, and a smaller one on their front - They carry a ton of extra ammo but the front pack also conceals their extra body armor. Bring your grenades and AP rounds kids, these guys can tank a lot of damage.

Squad Leader:

Image

Shoulder pad type - Full + elbow cover
Armor level - Moderate
Ocular MOD - standard + commo rose for quick squad coordination
Loadout - SCAR + Laser sight, Dual SOCOMs, Flashbangs

Background Info - The squad leader, these guys undergo extensive combat and leadership training. Squad Leaders generally help coordinate squad efforts as the NKs would, making any viable tactics against NK leaders well advised against CryNet Squad leaders.


A wise man once told me:

"I'm a wise man, so it's okay for me to touch you in the bathing suit area."


Last edited by Cleric on 10.06.2010, 07:17, edited 7 times in total.

User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4307Location: Oulu, Finland Likes: 6
 

 Post Topic:
PostPosted 06.06.2010, 14:54 
I like the atmosphere.


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   Uber Modder Uber ModderMember since: 18.10.2008, 18:54Posts: 1870 Likes: 0
 

 Post Topic:
PostPosted 07.06.2010, 08:26 
Looks nice, I really like the first pic, looks awesome.


Image
User avatar   Skilled Modder Skilled ModderMember since: 15.12.2007, 19:42Posts: 640 Likes: 0
 

 Post Topic:
PostPosted 07.06.2010, 21:16 
UPDATE - [COLOR=darkred]enemies[/COLOR]

I decided to post some screens of the new side you can expect to fight as well as koreans in the map.

The design is loosely based of off how i would imagine the nanosuit combined with the futuristic Crynet troops from crysis 2 would look. I have created 2 variants so far, and I'm going to create more - but i figured i'd show off what i have so far.

Standard soldier:

Image

Info - Equipped with a reflex enhancing suit that bears a remarkable resemblance to the US nanosuit design, these guys carry standard issue SOCOM pistols and the SCAR assault rifle as a primary weapon. Armed with an ocular implant in the right eye, they have greatly improved accuracy over an average soldier and it serves to help them identify threats and objects of use. They pack slightly more punch then your standard korean grunt, and their armor offers considerably more protection than KPA heavy armor. They should still remain a small enough threat that you can dispatch of easily - their main strength derived from coordinated efforts in numbers.

Marksman

Image

Info - armed with a similar suit of reflex enhancing armor - the helmet bears modified night vision goggles that interface with the ocular implants to offer light amplification, as well as an auto highlight system much like that of your binoculars. These special ops soldiers have received some of the best marksman training in the world. Much more deadly than a korean sniper, these guys lack CQC fighting ability but are effective at extreme ranges and deadly accurate - enough so that one of their well placed shots can knock you off your feet.

Combat shots:
Image

Image


A wise man once told me:

"I'm a wise man, so it's okay for me to touch you in the bathing suit area."


Last edited by Cleric on 08.06.2010, 02:02, edited 3 times in total.
User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4307Location: Oulu, Finland Likes: 6
 

 Post Topic:
PostPosted 07.06.2010, 21:22 
Great and deadly :love:


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   Skilled Modder Skilled ModderMember since: 15.12.2007, 19:42Posts: 640 Likes: 0
 

 Post Topic:
PostPosted 09.06.2010, 03:41 
[COLOR=darkred]Enemies update[/COLOR] -
New soldier type and revisions to old style -

The heavy -
Image

(First post will be edited for a description)

Design styles on the previous types were revised as well. See first post for details.


A wise man once told me:

"I'm a wise man, so it's okay for me to touch you in the bathing suit area."
User avatar   Uber Modder Uber ModderMember since: 03.11.2007, 18:49Posts: 1338Location: Your mums bed, where else? Likes: 0
 

 Post Topic:
PostPosted 09.06.2010, 03:49 
Wow! Awesome work on those soldiers.


Bow to me faithfully, bow to me splendidly!
User avatar   Skilled Modder Skilled ModderMember since: 15.12.2007, 19:42Posts: 640 Likes: 0
 

 Post Topic:
PostPosted 12.06.2010, 06:44 
[COLOR=limegreen]Environment Update[/COLOR] -
Started work on replacing the forest with hand-placed vegetation, here's some WIP shots.

Shot of a downed tree and bushes/ground veg
Image

Shot of gnarled tree roots, overgrown with leaves
Image

Underneath/opposite side:
Image
Image

road:
Image
ramp (needs work)
Image

Opinions so far?


A wise man once told me:

"I'm a wise man, so it's okay for me to touch you in the bathing suit area."
User avatar   Skilled Modder Skilled ModderMember since: 15.12.2007, 19:42Posts: 640 Likes: 0
 

 Post Topic:
PostPosted 12.06.2010, 09:16 
Small vegetation update - started work on the player starting area

Image
Image

Path continues out of forest to road:
Image


A wise man once told me:

"I'm a wise man, so it's okay for me to touch you in the bathing suit area."
User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4307Location: Oulu, Finland Likes: 6
 

 Post Topic:
PostPosted 12.06.2010, 15:16 
There is good amount of vegetation, but some grass and other undergrowth would fit in to fill the plain spots. Roads looks a bit clean to me, different textures might give them a more worn appearance. Also the jungle road starts abruptly. Painting the start area with a matching ground texture would blend them better together.

The soldiers are so scary :happy:
Looking forward for seeing them in action in a video clip...


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 -
  Uber Modder Uber ModderMember since: 08.03.2010, 17:18Posts: 1764Location: Netherlands(NL) Likes: 6
 

 Post Topic:
PostPosted 21.06.2010, 07:04 
the soldiers look really badass, cant wait to fight them


[22:58] <Leon35> even more proof that D_wolf cant argue
[22:58] <Leon35> he almost always redirects points to personal insults
[22:58] <D_wolf> says the pothead
User avatar   Beginner BeginnerMember since: 10.02.2013, 14:44Posts: 35 Likes: 0
 

 Post Topic: Re: [WIP] Fort Davao
PostPosted 25.02.2014, 21:08 
Was this ever released? Because I simply love what's been done to those soldiers!