Post Apocalyptic map tips?
#1

Hey guys. I want to make a post apocalyptic map for my server ... atleast to turn the LS into a post apocalyptic city. Could you give me some tips? I added some demolished buildings here and there ... Dillimore got now a massive fence. There are two little hiding spots. I think I can show you the pictures. [I'll update later.] but I want more. Not just the "smashed cars everywhere" something more Interesting. Any ideea? Thank you.


(Movies and games like Resident Evil or The Last Of Us can help alot)

Here's a bit of what I've done























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#2

create tents / survivors bases / crashed planes
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#3

fallen buildings, broken cars blocking streets and random fires
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#4

plants grown on buildings = best realistic features just like the game called "The Last Of Us"
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#5

Quote:
Originally Posted by Naruto_Emilio
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plants grown on buildings = best realistic features just like the game called "The Last Of Us"
I really like this ideea. Yeah it's pretty realistinc. Also adding some water here and there and demolished structures will do the thing.
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Originally Posted by DaRk_RaiN
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fallen buildings, broken cars blocking streets and random fires
Broken cars blocking the streets are pretty common. I can't miss them but I don't really like them.
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Originally Posted by Naruto_Emilio
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create tents / survivors bases / crashed planes
The crashed planes ideea is fantastic. Thank you, I'll try it.
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#6

My tip to you is only pay attention to detail where it counts. For example, placing junk all over the ground doesn't really give an "apocalyptic" feel. Sure it can help with the realism but in the end it will simply create unnecessary lag for players and won't pose as anything special. You're going to want to give an eerie effect using large structures and collapsed buildings to demonstrate the extreme impact that this so-called "apocalypse" has had on the city. My suggestions would be to make sure everything compliments each other; which includes not having a bunch of random objects in unrelated areas (e.g. a bunch of crashed planes everywhere) - You want to allow the player to immerse themselves and create their own story; so perhaps have one area where a plane has crashed and a bunch of supplies or a camp next to it; which could pose the question, "Where there any survivors?"
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#7

random screams (look up "denise" in the sound IDs on the SAMP Wiki) at random times at random places on the map. Other ambient sounds like gunshots, explosions in the distance, etc.
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#8

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Originally Posted by kaisersouse
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random screams (look up "denise" in the sound IDs on the SAMP Wiki) at random times at random places on the map. Other ambient sounds like gunshots, explosions in the distance, etc.
Challenge accepted.

I'll be scripting and mapping a pretty awesome apocalyptic environment.

best idea ive had all year
too bad it isnt my idea


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#9

- It helps if you remove all the street lights there wouldn't be power in a apocalyptic environment
- Apocalyptic style vehicles make a big difference ex.



- Also you will need to develop some mapping tools like automatic slope correction demonstrated here

[ame]http://www.youtube.com/watch?v=UUEzxbdU_7s[/ame]

It took Kanada months of mapping to detail map most of SA (Excluding LV and SF still 100,000 objects) even with the advanced mapping tools I developed to speed up production time. If your using the mapping tools that are available right now it will be a very slow process.

- You will want to make heavy use of SetObjectMaterial() otherwise your map is going to look bland and generic with standard objects
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#10

Quote:
Originally Posted by [uL]Pottus
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- It helps if you remove all the street lights there wouldn't be power in a apocalyptic environment
- Apocalyptic style vehicles make a big difference ex.



- Also you will need to develop some mapping tools like automatic slope correction demonstrated here

http://www.youtube.com/watch?v=UUEzxbdU_7s

It took Kanada months of mapping to detail map most of SA (Excluding LV and SF still 100,000 objects) even with the advanced mapping tools I developed to speed up production time. If your using the mapping tools that are available right now it will be a very slow process.

- You will want to make heavy use of SetObjectMaterial() otherwise your map is going to look bland and generic with standard objects
Thank you verry much Pottus. I really appreciate it. Can you send me a PM how to "mod" the vehicles for a more post-apocalyptic look?
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