Actually it's only a matter of (texture) mapping : these vehicles are already modeled and optimized, and are actually covered of black and purple squares ingame, and as I am planning to release the first beta version of the map soon, I think it could be better to have "real" vehicles
I have no definitive needs : the map got a current concept and gameplay, and nothing prevent us to let it going : if you think you could improve these vehicles, you would be free to suggest us changes if you join the team (or work as an "external member" if you don't want to talk with freaking frenchies), but anyway you would have to keep in mind that :
_the main objective of this map is
to be released, to be played, then as in business, the last people to command is the "last user", the customer, the average CS gamer ... Believe me or not, but the first versions of the map got interactive lightings (all lights in the level were either breakable or switchable), but the first testers to post reports about the map didn't like at all the fact to have to deal with totally dark areas, and I finally decided to turn the map into a "0% interactivity 100% lighten" (while I worked so much on these lightings ...). The point is that you aren't the boss here : this map got an objective beyond you and me : the gamers. Believe me or not, but we redid the whole map about 3 or 4 times, but people got less and less (negative) comments about the map, and there are more and more "cannot wait to play it !", which could mean we could be about to reach our goal now
... for these reasons, the textures used for these vehicles shouldn't exceed 2 Mos : the map files are already about 8 MB actually, and the map mustn't exceed 10 MB (for some reasons, CS gamers have no problem downloading during 5 minutes crappy server custom sounds, but they cannot deal with a 3-5 minutes map download
...)
_these vehicles got fixed "shapes", fixed collisions boxes : they are that way because of a lot of gameplay details, like the possibility to enter in the middle of the base from under the truck, the possibility to camp in the truck, the possibility to climb the truck to enter in the (old) "control room" over it (there were buttons and cameras screens in this room, but because of those players who don't like any other interactivity that to buy AK and to shot CTs, I finally removed all of them, and that room, that was a very strategical point, is now just "another" room
, but we are planning several versions of the map : included one with "high interactiviy" (night natural lighting, and all artificial lightings (from lights) interactive, like in original versions
).
for these reasons, don't expect a wide range of creativity in this project : this project is
not about creativity (I have map concepts in mind much more original than that), this project is only about release a map that could be a serious online competitor against those fucking old and ugly and boring dust, militia and aztec "official" maps : I am sick beyond imagination about those lame "maps", and am planning to kill them, but for that purpose we have to please players, not our creativity, then this project is a bit of originality, and a lot of optimization and gameplay ...
if you want to have a more private discussion about that :
http://www.de-raid.net/forum/ (the public forum, but actually desert
)
or one of my emails :
jc-ideaseed-net ("-" =
"@"/".")did you already do this kind of job by the way ? could you show me some maps or prefabs or models or textures or I-don't-know-what you already did for HL1 / CS 1.6 ?