Flatshaded (working title)
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Re: Flatshaded (working title)
Posted by Hornpipe2 on Wed May 26th at 12:26am 2004


You could make little pits the players fall in and take a bit of damage, then cover them with some leaves - that might be fun.

EDIT: BREAKABLE leaves. [addsig]




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Re: Flatshaded (working title)
Posted by ReNo on Wed May 26th at 2:20pm 2004


I can't actually have anything below the level of the sand, as the sea is the skybox and so anything below it would be visible through it Unfortunately these is no way around this unless I made the sea a world brush, and that would bump up the w_poly needlessly and ruin the seemlessness of the skybox.

Mrnatural, were you suggesting I should make people be able to get inside the towers? Unfortunately they aren't actually big enough for that - if I made them hollow the internal space would be tiny [addsig]




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Re: Flatshaded (working title)
Posted by $loth on Wed May 26th at 4:07pm 2004


you could however, have the 'pit', but have the skybox going around the 'pit' on the oustide. I doubt that it would be viewable. [addsig]



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Re: Flatshaded (working title)
Posted by scary_jeff on Wed May 26th at 5:12pm 2004


Can't you just put the sky 'down' texture on the outside of everything that is below the water level?



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Re: Flatshaded (working title)
Posted by ReNo on Wed May 26th at 5:44pm 2004


I couldn't make a texture the same colour as the down face of the skybox unfortunately. I used the same colour when making them but it didn't match in game. The engine tends to draw what is sees behind a sky texture so I can't just use that as the outer faces of anything below the water level. [addsig]



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Re: Flatshaded (working title)
Posted by DocRock on Thu May 27th at 2:18pm 2004


ReNo you're so damn good at rock-work...why not make the whole thing surrounded by a reef. Clip it off so people can't get up on it which will diss people from looking over the edge of the map.

Looks so frickin sweet tho man. Impressive. I can only suggest maybe having more plant life here and there...what kind of ambience do you have?

It's DM, right? Will it be a one-on-one map?





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Re: Flatshaded (working title)
Posted by ReNo on Thu May 27th at 2:50pm 2004


The beauty of this map for me is the fact you can't see over the edge of the map, it really does look like you can see all the way to the horizon, so no need to clip off anything I plan on keeping it open on the outskirts for this reason, its rare to be able to just have a full skybox surrounding the map and have it look "right", so gotta make the most!

Gameplay is almost destined to suck as its such a flat map, there is no potential for vertical gameplay to any degree. It could be a bit of fun one on one I guess, but any small amount of players will be catered for.

I'm sort of planning on making some textures in the flatshaded style, but that aren't just solid blocks of colour. Nothing major, just things like masked grass textures for putting along the bottom of walls and things. Could help add a little depth to things and make it look a bit cooler. I'm not sure how much more plant life I'll put in, probably not a great deal, but it depends on what I decide to do around the back of the volcano really. Ambience wise, I quite like it, the seagulls and beach waves sound effects fit nicely in with the theme (thank you jinx ). I'm considering somehow making some seagulls and having them circle around the map for another little ambience furthering feature...dunno if I could model them well though, might just scour the net for some and flatshade the skin. [addsig]




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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Thu May 27th at 2:53pm 2004


You could have the map rumble every once in a while, giving the illusion of an active volcanoe.



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Re: Flatshaded (working title)
Posted by Gollum on Thu May 27th at 3:22pm 2004


/me pets env_shake



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Re: Flatshaded (working title)
Posted by Myrk- on Thu May 27th at 6:30pm 2004


I'm either gunna make my spinkee uber l337 flatshaded map with spinkee twist or my other map idea tomorrow... I'll be at home again so I'll have plenty of time

As for your map, try making an inside volcano bit, something with a bridge over lava with cartoony bubbling up lava or something and a cartoon skeleton (grim fandango style one )

[addsig]




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Re: Flatshaded (working title)
Posted by mrnatural on Sat May 29th at 2:05am 2004


hey suggestion.

i wouldnt put in a pirate ship. i like the spiked towers theme. its already cartoony.

so to make a cartoon map kewl stick to the spiked theme.

i think it would be real kewl to have flat one diminsinol objects in here.

for example ever see the game bowl ed over? get it at cartoon network.

so with the cartoon spiked theme of this map and flat brushwork it could be awsome.

so like grass in one dimision and such. maybe the seagulls. maybe even somehow put weapons in like that.

just an idea.





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Re: Flatshaded (working title)
Posted by beer hunter on Sat May 29th at 10:16am 2004


? quote:
I'm considering somehow making some seagulls and having them circle around the map for another little ambience furthering feature...dunno if I could model them well though, might just scour the net for some and flatshade the skin.


A single brush textured with a transparent seagull tex should do it and will cut down on the polys. I dont think too many peeps will realise its flat if its high enough in the sky.

Using the same method - have a pirate ship circle round the map, dunno if this'll be possible as the maps maybe a bit too small/rectangular shaped ?

btw, that sky water freaks me out




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Re: Flatshaded (working title)
Posted by mrnatural on Sat May 29th at 1:07pm 2004


a flat pirate ship? yeha maybe. but too corny to play on for sure.

but anyway the two diminsional things.

do the weapons. put them paritally in the ground so the normal ones dont show but when you walk over the 2d ones you touch the hit box of the weapon underground and get it. should work.

but spinning 2d weapons. gotta spin for multi direction veiwing.

so 2d objects and spiked theme.

like it?





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Re: Flatshaded (working title)
Posted by ReNo on Sat May 29th at 1:12pm 2004


A "spiked" theme? I'd say its kinda hard to use a primitive object for a theme I get what you mean but I don't just wanna re-use buildings all the way around. I'm unsure what I'll do you'll just need to wait and see I think

2D weapon images spinning is a cool idea, might give that a shot! [addsig]




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Re: Flatshaded (working title)
Posted by mrnatural on Sat May 29th at 9:14pm 2004


im just saying emphysis on a pirate theme is goofy. maybe. just stick to a serious theme with a cartoon map.

yeah do 2d stuff. would fit in well with this map. very well.

sharks are awsome and seagulls rock.

i think it rocks now. with no more buildings. an inside section. too much and it kills it to me. or too much complexity.

your map.





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Re: Flatshaded (working title)
Posted by beer hunter on Sun May 30th at 11:47am 2004


imo a pirate ship wouldn't look out of place, would be quite trick if it was firing cannons or maybe have a cannon where players could use it or you could climb into one and get shot out of it wheeeeeeeee !



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Re: Flatshaded (working title)
Posted by $loth on Mon Aug 9th at 8:47am 2004


Ayee, I played this map when it was smaller, and from what i've just seen, it looks f'ing nice, nice job mate.

[addsig]



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Re: Flatshaded (working title)
Posted by Adam Hawkins on Mon Aug 9th at 11:33am 2004


The volcano and the paths round it look really cool Looking forward to seeing the next (final?) version... [addsig]



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Re: Flatshaded (working title)
Posted by ReNo on Mon Aug 9th at 1:01pm 2004


Meh, can't get the thing to compile due to hitting just about every limit (clipnodes, leafs, planes...). If I could only find this damn leak I could cut out the underside of the volcano, which would probably bring me within all of them [addsig]



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Re: Flatshaded (working title)
Posted by Crackerjack on Mon Aug 9th at 1:13pm 2004


Very nice! Get it fixed! [addsig]




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