Mapping Service(by Bones): Los Inkas base


  • Welcome. Here you can see my work, request mapping, and also ask questions (me) on mapping. I work exclusively in the standard map editor, without any texture packs, scripts (only the converter), so I impose scripts and textures on mapping (if you suddenly asked it from me) you will have to. I hope that this page will be interesting and useful to you.


    Mapping archive:


    • Basic hotel room: click




    • Special Task Force base(level 2):click

    • The Motor Heads Base: click

    • Overdose Crime Base unrealised(level 2): click

    • Special Task Force Base unrealised: click

    • Cunning Stunts Base(Exterior and Interior): click

    • Overdose Crime base unit(level 2): click

    • The Blood Brothers MC base(level 2): click

    • Special Task Force base(level 3): click

    • Special Task Force base(level 4+interior): click

    • Overdose Crime unaccepted interior(s): click

    • Invest Arms Corporation base - San Fierro: click



    Mapping request format (please answer the questions as accurately as possible):

    Location(screenshot):
    Mapping Details(Special details for your role, own needs, organisation type etc, or topic link):


  • you should edit the spoilers again :p

  • I'm really impressed of your map editor skills, if you're interested in working on a new project, SAPA needs a new base mapping;
    https://saesrpg.uk/topic/2602/sapa-base-mapping-request-paid-rewards
    @BonIIs

  • Update

    STF base mapping for level 2 added
    THM base mapping incoming

  • just a tip :P, those villa walls causes some high poly and make your map size bigger. but if you use less of them you can add more details to mapping

  • @bone
    I understand this, but the object is very convenient for its length and width and it has very few replacements, except for interiors. And using ready objects, the mapping will look less creative.

  • @bones said in Mapping Service(by Bones):

    @bone
    I understand this, but the object is very convenient for its length and width and it has very few replacements, except for interiors. And using ready objects, the mapping will look less creative.

    Use mapping shaders instead

  • @bones said in Mapping Service(by Bones):

    @bone
    I understand this, but the object is very convenient for its length and width and it has very few replacements, except for interiors. And using ready objects, the mapping will look less creative.

    Using the same 2 objects as every other mapping isn't making it more creative either 🤷

  • @ikzelf
    Maybe you are right, but as I said above, this objects are extremely convenient and difficult to replace, and as the Nanobob said, it can always be shaded

  • My point wasn't that you should use the same object and use shaders, my point was to use any other object that has the general shape of a wall (so any flat surface) and shader that, allows you to more freely change the shapes of your interior due to being able to use smaller objects. Or use biggers ones so you need less objects combined which reduces the size of your map file.

  • Thanks for the advice, I will think about it and read the guides again and hope that the interested players will be satisfied with my next works.(P.S: Soon there will be many new (improved) projects, two of which are actually bigger)

  • Some new projects and unreliased projects added!

  • wow,good work

  • Some projects will be added soon. I have connection problems at the moment.

  • Update!

    Another unrealised OC base added
    BBMC base added
    STF base for level 3 added

  • Update!

    Old STF exterior and interior mapping added
    Another OC project added

  • Update!

    One of my best projects added: New IAC base in San Fierro!

  • Today I want to show you one of the my biggest but frozen projects (made for competition) which I done today: Bank interior!


    Somebody saw the lobby but anyways it must be posted here

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    The first door and coridor with some office stuff

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    Vent and service way to the last hall

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    First vault door to the last hall, the last hall and exit of vent

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    And finally, vault full of safes

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    I tried to make everything balanced but have not tested it, so cannot be sure enough
    Hope you enjoy it!

    • Updated:

    Los Inkas base mapping added!
    click