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Messages - carlosflorez87

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Hello everyone! and specially you, DarkSynopsis. Long time no see  ;D

Is been a while since the last time I was here. So I'll go straight to the point.

I've been working on a Rainbow Six Arcade Remake, nothing realistic but not as arcade as Doom; something in the middle. After some work I think the game is in an acceptable alpha state, so I think it's worth that people give it a try and recieve some feedback, right?



I want to start sharing the demo here on Tactical Ape forums since is a site dedicated to Tactical Shooter games. I don't claim my game to be a full tactical shooter, I see it as a 'Tactical Arcade Shooter'. A faster pace than Raven Shield but slower than Lockdown. Simple gameplay, straight to action. (Very much like Takedown: Red Sabre).

I'ts been made in Unity + Rain AI + UFPS Assets. 'Opening doors' and 'loading screen' scripts not made by me but found them on the net. Used original textures, character models and sounds from original Rainbow Six games. Sorry for the crappy animations ;)

Here are some screenshots:










And here's the download link! Hope you enjoy it!

https://www.dropbox.com/s/rime15edavfzwg2/R6Standalone.rar?dl=0




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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 03, 2016, 10:37:36 PM »
Mine is working fine now.... :o the last 3 post, 3 notifications.

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 03, 2016, 09:45:57 PM »
Now I did receive a notification this time and on my inbox, not on my spam folder!

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 03, 2016, 08:48:46 PM »
Didn't receive notification this time neither, maybe because I had the forum open in my browser?

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 03, 2016, 05:39:12 PM »
 :o Wow! that's a nice remake!  :o I've never played it! gotta give it a try!

Thanks for your quick run! :) that really helps, I'm fixing them right now on 3ds Max, don't worry about not being descriptive, I have over worked  this f**** map that I can recall every inch :P :P :P (sorry, 'not f**** map' :) just 'map')

What do you thing about it's size? is It still too big? I made it with the original RS blueprints, but since the player movement in R6 is way faster than TAKEDOWN's I reduced the size to an 80%, I still have the sensation of being a little big, but I kinda want to have some space for props and details, what do you think?

How was your loading time? was it like other levels? in my case was much longer.... I think I'm doing something wrong with modular level creation, gotta google around. But since I organized the mesh, It would be easy to fix :)

About the e-mail notifications, I did receive for the previous one (about the collision) but didn't received for the embassy screenshots  :-\ ...

And thanks for the 'SHOW COLLISION' command!  ;D didn't know about that! I'll fix the mesh in aprox. half an hour and then will be adding Editor props and cover points! Now knowing that there is another Embassy remake, must work harder to get it better than Raven Shield's  >:(
 

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 02, 2016, 08:53:10 AM »
:O Man, I'm just a knuckle head, I though I sent the level files :(

https://dl.dropboxusercontent.com/u/28069679/Tactical%20Ape/TD06_mission.umap
https://dl.dropboxusercontent.com/u/28069679/Tactical%20Ape/TD06_mission_TangoHunt.umap

I would really like to have your opinion on level proportions, possible level mesh flaws, and fun in general :)

I took the textures from the original R6, never heard of anything like a R6 remake :O :O :O :O can you tell me more about it?

Yes! the cover points seem very easy to use, I'll add a lot more today to see how they behave (according that HQ has 400+ cover points right?)

(By the way email notifications have stoped working :( they went to my spam folder despite I marked them as 'not spam'. Didn't receive a notification for your last reply)

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 01, 2016, 01:35:39 AM »
Cover points are working!! this image shows the unique points in my map, I just set them to lean right or left on the doorway:



And on one of the previous post screenshot, the tango is actually leaning right!!




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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: March 01, 2016, 01:29:43 AM »
Hi again man!! :) sorry the long time! Last week was hell, too much work! but now things have calmed down a bit, time to return to TAKEDOWN!! :D :D

I have finally finished the main blocking phase, all walkable areas have been modeled and working fine! also worked on the textures too! :) I took the original R6 texture files and, tweaked them a little bit on PhotoShop, and then imported them into the editor :) I found this a very neat way to keep track of all textures needed; also helps a lot in the material creation. I'll have all materials and textures ready, so in a future when texturing phase II starts, We'll just have to replace the R6 textures for new HD textures! Copy+Paste :D

I've also played a little bit with 'Cover Points', for now, I'm just placing 2 of these points on the map, just to see how they work and behave, after getting the hang of it, I'll use them a little more, for now, they seem very easy to config, so far so good, the Pylon is also generating paths to this points :)

I never thought just one level requierd so much time, work and that amount of effort! but whew! finally it's looking better :) resembling a lot more to the original level don't you think? I'm happy with the results so far.

I have to say again that this wouldn't be possible without you're help, on one side, for all the technical support and tutorials! (Y) and on the second hand, I was very close on giving up this level (or at least for a couple of weeks) but then I felt that all the efforts would be wasted, and after all we have discovered, it would be really a shame. My main goal was to finish it and post some interesting stuff, this forum thing and comunications really keeps me motivated!! :) :) :)

Well, enough talk! here are some screenshots, I really hope you like how the level is so far. As usually, I'm sending the files and hoping for a little feedback! :)











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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 24, 2016, 09:55:15 AM »
:) I hope you like it. I've been very busy at my job, this week haven't worked as much as I would want to... :(

I closed the front entrance doorway to make it consistent with the original level. What do you think? Having it closed, kinda makes it a little boring. I was thinking (when we learn how to make doors :D ) add closed doors and having them blowed up with the breaching charges. For that, we would have to set all tangos guarding the door to make it a really difficult entry point, but the player would have the option, right?

I have this whole afternoon to check on the Cover Points! If I get the catch, I'll make a walkthrough on that!

Will try that console command too, it's difficult to have 'catching eye' screenshots always from the player's POV.

I mean, like you said in a previous post, it seems like nowadays  we're the ones interested on TAKEDOWN (very much the same, years back when you were on this too) :( despite having 5,123 analysis on Steam, 1800 positive reviews, I thought some of those people should be interested on level creation or something, but nothing can be found on internet about user creation levels and things. Have ever a custom map for TAKEDOWN seen the light of day on the internet?

I'm trying to move a little forum on TAKEDOWN's community hub on Steam. Getting a little replies but not much neither... as you can see, neither in Serellan Forums TAKEDOWN is an active topic :( :( are we working on nothing? At last, I think this is a great training when Serellan releases EPSILON's Level Editor. We can be ahead of the rest when this happens and maybe then we can release something big and drive community. :D

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 23, 2016, 02:54:20 AM »
Nearly forgot the .upk!  ;D ;D ;D

https://dl.dropboxusercontent.com/u/28069679/R6_M01.upk

By the way, the 'ghost' and 'god' modes were one of the best tips ever!!  ;D Don't know why I didn't find it on google, is there CERO community for this game? :( 

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 23, 2016, 02:51:40 AM »
:D Man! I thought I was never going to end! Although I'm not finished yet!!!! :/ I'm done with the blocking! I won't put a single block any more! :P I think all map is playable; found a rendering bug on one set of stairs, but nothing serious! :)

I'm looking forward for tomorow if I can finally start applying some basic textures! those purple squares are driving me sick :P Sorry for the delay, but I didn't count spending so much time on this (well, if I hadn't lost those precious 8 hours, the level would be more polished.

I don't think the work of the past day can be seen in the editor, but in 3DS Max, building elements are separately built, with clean vertex and sticking to a 16units grid. With a well organized level, future tweaks can be done easily (like scaling the whole world down).

I'm sending you the files :) hope you like this version! should be more entertaining than previous, (better than seeing those tangos falling down XD )

https://dl.dropboxusercontent.com/u/28069679/TD06_mission.umap
https://dl.dropboxusercontent.com/u/28069679/TD06_mission_TangoHunt.umap

Still need to make some adjustments, the level feels huuuge right??? I like the tangos behaviour despite haven't set any cover points yet! :) That'll be my task tomorrow (textures & cover) :)

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 22, 2016, 03:20:10 PM »
It's true :) at last, after repeating so many times the same building phase, I really got a faster pace on room building :).

A good rest is always good too, last night while I was working while upset, I made 10X more 'little mistakes' than normally do (i.e, clicking the wrong vertex, getting off the grid, deleting the wrong face, using ctrl+z too much!) and that was clearly exhausting and advancing at a very slow rate. Over last night I'm now ready to keep working!! In the end is not an option quitting now that Christian has seen our work at Serellan forums, right?! :D :D

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 22, 2016, 01:37:18 PM »
OMG! :O Thanks man! I didn't thought about that, not even when you told me that 2nd & 3rd floor didn't had collision!  ::) That's a great relief, I think our tango configuration is ready to go! I'm still working on level mesh!! :(

I almost gave up yesterday when I lost almost 10 hrs of work :( I made a horrible mistake overwriting the file and later when I recovered the time doing the level again, 3DS Max's 'Ribbon issue' corrupted my file and had to use a backup one.... Felt really frustrated and angry but, hell, shit happens, right? Tonight I'll be finishing the whole level mesh (in a clean way, the previous mesh versions were too shabby), all collision meshes fully working, basic texturing apllying and an overview applying the cover points for the tangos! :D


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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 20, 2016, 09:18:28 AM »
Nice for you trying my map. I'll check the Killz red line :O read something about that, somewhere but didn't really thought of it :)

About falling off from the 2nd floor.. sorry" my mistake!  ;D ;D I forgot to define the collision for the new imported meshes; didn't realize because on my run test didn't managed to get near the stairs :-[ . I'll make the  improvement in a couple of hours when I'm out of work and also send you the .upk with collition meshes! :)

Can tangos have different teams too? but wouldn't be the case neither since I alt+dragger all entities, so they should have the same properties... I'm sure the solution will eventually come up! :)

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Takedown Red Sabre Modding / Mapping / Re: Walkthrough
« on: February 20, 2016, 02:49:03 AM »
Man that's awesome!!! :D And just in time I think! I'm almost finished rough blocking my level (I think is 85% done). Actually took more time than I thought :O but well, here it is :) It's not much, but took me quite amount of time! :P





I've also better placed the Tangos! (not just thrown a bunch in a room like previous version) hope you like this new layout! but I'm still having issues with Tangos spawnning beside me when I place 6 PlayerStarts. :( :(

This are the 'bad' files, 'Cooked' & 'UnCooked' also sent de .upk :) maybe you can help me solve the mistery.

https://dl.dropboxusercontent.com/u/28069679/R6_M01.upk
https://dl.dropboxusercontent.com/u/28069679/SpawningTango.rar

I got rid of the 5 additional 'PlayerStart' per InsertionPoint and got rid of that spawining betraying killing tango... Also there are spawning some dead tangos too inside the house , like if they were killing each other :/

Apart from those 2 bugs everything is going smooth. I'm going to test the new cover points!! :D I'll try it on door frames and maybe some editor assets toon future props I will be adding! Man, I think we eventually will be capable of creating TAKEDOWN II! :D :D

Thanks again man! If you don't work at videogame industry, maybe you do work as a teacher? you have a very nice way of explaining things and nice attitude towards teaching :)


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