A.v.M. - Aliens vs. Marines "Aliens Online" redux

Making something for EDGE? Show it here.

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Tragos
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Annoying!

Postby Tragos » Mon 24 Aug 2009 2:06 am

Xxxxx
Last edited by Tragos on Fri 04 Sep 2009 3:05 pm, edited 1 time in total.
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Tragos
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Hows it looking?

Postby Tragos » Mon 24 Aug 2009 3:04 am


Needs some lighting....

Hows it looking? :)

Last edited by Tragos on Fri 28 Aug 2009 2:49 am, edited 2 times in total.
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Corbin
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Postby Corbin » Mon 24 Aug 2009 6:03 am

Other than the lighting issue, it's looking great so far! =)

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Tragos
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Postby Tragos » Wed 26 Aug 2009 5:16 am

Would like to formally welcome "EuroSpriter" to the development team. He will be doing some much needed mapping for AVM, and assist me with editing sprites.
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Postby Dartmerc » Wed 26 Aug 2009 11:06 am

Are you going to fix that gun alignment issue? It bugs me everytime I see one of your screenshots.
Good work thought.

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Tragos
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Postby Tragos » Thu 27 Aug 2009 7:19 am

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Dartmerc
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Postby Dartmerc » Thu 27 Aug 2009 11:28 pm


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Tragos
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Postby Tragos » Fri 28 Aug 2009 12:58 am

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Dartmerc
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Postby Dartmerc » Sat 29 Aug 2009 4:54 am

Can't recall specifically.. but there's an option to change the lighting.

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Items with several viewing angles.

Postby EuroSpriter » Sat 29 Aug 2009 11:46 pm

Tragos, have you thought that items and decoration things could have many viewing angles in AVM? I think this could create quite impressive illusion of 3d. Especially when ZDoom allows 16 viewing angles. In some decoration things, they used this in Duke Nukem 3D.

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Postby Tragos » Sun 30 Aug 2009 6:13 am

Not like I already don't have enough work cut out for myself.... LOL

I've thought of maybe using 16 sided sprites, but that DOUBLES the amount of frames I'd have to animate.... Maybe for environmental items we can enhance the levels using 16 angled sprites? When the time comes, I'll experiment to see what looks best.

The APC and DROPSHIP I could see benefiting from the extra frames.... Hmmmm.... Hold that thought.... :)
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Armory / Locker Room

Postby Tragos » Mon 31 Aug 2009 5:28 am






Still looks rough in some places, but you can see the level taking shape. I'm slowly getting better. :)
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Postby Liberation » Mon 31 Aug 2009 9:49 am


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Postby Dartmerc » Mon 31 Aug 2009 12:13 pm


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Postby Tragos » Tue 01 Sep 2009 6:45 am

Thanks guys, the positive feedback means a lot to me. :) Things will only keep getting better. Hopefully you both can contribute something to AvM, in return I'll try to help you with your own projects any way that I can....

Phil, fire up Slade! I know you can kick my ass at mapping. Your just being nice by letting me think I'm halfway decent.... 8)

"Command Center"

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Postby Liberation » Tue 01 Sep 2009 4:19 pm

Dont worry, im getting the bug back, i have even started drawing a few layouts and examaining the ships from the first 2 films, i've got some good books.

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Watch out for the face hugger....

Postby Tragos » Wed 02 Sep 2009 4:56 am



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Postby andrewj » Wed 02 Sep 2009 10:05 am


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Postby Tragos » Wed 02 Sep 2009 3:51 pm

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Tragos
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Giger

Postby Tragos » Fri 04 Sep 2009 6:15 am

I'm trying REALLY hard to give my levels a "GIGER" touch.... Am I succeeding?




Maps are a bit loney.... Time to add some Xeno! :)
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Postby zZaRDoZz » Sat 05 Sep 2009 12:26 am

If that last one isn't "GIGER' than nothing is.

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Postby Tragos » Sat 05 Sep 2009 6:18 am

All those shots are from floor view, I thought it gave a unique look to the rooms I'm designing. My favorite is the first screen, but thanks! Glad your liking my work. :D

Biomechanical is something that many artists try, but fail to do correctly. Not that I'm an expert on the subject, just I thought how would GIGER make a level with the doom engine? Long sloped corridors, ventilation shafts that stretch forever, many hoses and pipes, creepy rustic hues, etc..... A few things come to mind....





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Postby Dartmerc » Mon 07 Sep 2009 3:35 am


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Tragos
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Postby Tragos » Mon 07 Sep 2009 7:22 am

There still not good enough in my opinion... But thanks! I still have to add the doors, lighting, slopes, align textures etc.... Here is some of what I just did today....














Whats crazy is, this is the closest I've come to ever finishing a level... PERIOD! 8) So much to do, so little time..... The real test will come when it's time to play, will the level be fun? Balancing the levels for both the Marines and Xeno's will be tough.... Play test anyone? Though it may look good at first glance... Station Neila is only about 25% complete. The next week or so I will be taking a break from mapping so I can try to complete the Xeno sprites. Which should shock and awe! :D
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Tragos
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Compare!

Postby Tragos » Wed 09 Sep 2009 2:58 pm

AvM / Aliens Online

Choose your side and get pumped up for one intense battle. The marines and aliens face off in this struggle for supremacy, and you're right in the heart of the action. Armed with heavy firepower, you'll try to take out the opposition and rise through the ranks to become the leader of your faction. Square off against tremendous computer AI in one-player missions, or take on dozens of other gamers playing online!



Shaping up nicely... :)

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Postby zZaRDoZz » Wed 09 Sep 2009 7:45 pm

What the hell is that pinging noise?!?

Why do I have this sudden urge to weld some doors shut?!?!

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Tragos
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Another room.

Postby Tragos » Thu 10 Sep 2009 1:56 am

Aliens Online

AvM

Took quite a bit of work to align everything, I refuse to scale textures lol. All I have left to do is get the angles of the slopes and add the sprite details. A near perfect translation!
Last edited by Tragos on Thu 10 Sep 2009 4:17 am, edited 2 times in total.
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Tragos
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Postby Tragos » Thu 10 Sep 2009 2:03 am

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Postby Karnizero » Thu 10 Sep 2009 4:52 pm

I cant really say "good" or "bad". The images are too dark to see any detail.

And i just read there up, that you are trying to use 16 sided sprites. Why you dont use 3D models instead for those animated actors?

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Tragos
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Postby Tragos » Thu 10 Sep 2009 6:53 pm

Last edited by Tragos on Sat 12 Sep 2009 7:52 am, edited 1 time in total.
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