Flatshaded (working title)
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Re: Flatshaded (working title)
Posted by ReNo on Sat May 22nd at 1:45am 2004


I cracked open hammer this evening, and after about half an hour of flying around I'm literally at a loss as to how to finish off this map. The little islands and whatnot at the front work really well visually in my opinion, but I reckon repeating this all the way around the volcano would be repetitive and dull, and as such I'm not sure what to put there. Even if I were to use little outcrops of sand and things all the way round, I would still want each to be somewhat unique, but I can't really think of anything to detail them with.

So I've decided to post this alpha version for people to take a look at (if they feel so inclined). Suggestions on possible options for finishing the back of the map would be very appreciated, as well as the usual bug finds / improvements. One thing I DON'T want people to post is "it would look better with textures" or other such comments, as its not gonna happen.

Anyway, you can download it from the link in my profile, or if you can't be bothered looking there, right here...

http://www.snarkpit.com/pits/reno/maps/reno_flatshaded_a.zip [addsig]




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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Sat May 22nd at 2:24am 2004


Bunch of stupid ideas:

o Couple of wooden shacks.
o Cliff edge winding around the volcanoe so you could walk around it up to the top.
o Large accessible boat in ocean or run aground.
o Depending on what you want to do with the volcanoe, you could have it randomly erupting and sending big red lava balls across the map, either landing in the ocean for show or landing on good weapons.
o For variation you could have a little oasis island with grass and a few trees. I'd look into getting a model made for that tree, it might work out better. It's cool as it is though.
o Have some more debris washed up on or scattered around the beach like logs, swords etc.


I'll update the list as I think of more, sorry none of them are particularly good. [addsig]




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Re: Flatshaded (working title)
Posted by Yak_Fighter on Sat May 22nd at 2:28am 2004



Perhaps you could have a wrecked or beached boat behind the island? You could have the hull plus some wreckage strewn about. Or you could make it a pirate ship and have a freshly dug hole nearby with a chest in the bottom. Or you could add walls and towers in a semicircle creating a harbor or docks area.

The only bug I found was that when you are in the water near the sharks there is no light hitting you at all, making your gun and presumably other players pitch black.

As for suggestions I would like to see the ability to reach the top of the walls and mess around up there. Maybe you could use the small volcanos in front as jump pads and allow players to try their hand at reaching the top of the lighthouses. I would also suggest adding more shades of color to the texture set, as only one or two shades doesn't cut it. There are too many large swatches of single colors that remove any depth to your architecture and strain eyes (well, mine at least). I dunno if that would destroy the look you're going for however, so don't do it if it compromises the theme you are striving for.





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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Sat May 22nd at 2:30am 2004


Yeah, steal my brillant boat idea you prick (not referring to your penis) That dock idea is great though!

Yak, one of those little galleon piratey ships would be perfect.

I'm installing halflife now just for you Blair! (And for gorby too) [addsig]




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Re: Flatshaded (working title)
Posted by Yak_Fighter on Sat May 22nd at 2:34am 2004


Whatever. I had the idea first, but my reply crashed and I had to retype it all over.



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Re: Flatshaded (working title)
Posted by Gorbachev on Sat May 22nd at 2:36am 2004


? posted by Alien_Sniper
Yeah, steal my brillant boat idea you prick (not referring to your penis) That dock idea is great though!

Yak, one of those little galleon piratey ships would be perfect.

I'm installing halflife now just for you Blair! (And for gorby too)

Haha, thanks.

Reno, what is the exact scale of the map? I can't really suggest anything since I can't judge how much space you really have. Some parts seem really big and others extremely small.

[addsig]




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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Sat May 22nd at 2:40am 2004


Yak.

That f**king sound that plays when you install halflife just woke up the whole neighbourhood (2 100watt speakers). Last time I help either of you guys out. [addsig]




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Re: Flatshaded (working title)
Posted by Crono on Sat May 22nd at 2:46am 2004


It might be cool to make some sort of mini game out of the sharks (since you can 'ride' them ).

Maybe, create a little underwater area (which is just a normal area with a func illusinary for the surface) that allows you to 'activate' the volcano or something.

Getting up into those towers would be bad ass.

On the backside of the volcano you could have some func breakable ground (about five or six brushes worth) with a 'domination weapon' laying underneath, and on top have a couple palm trees making an 'X', or something like that.

maybe there should be a half-sinking pirate ship on one of the far edges of the back part of the map, with some picture of the overview of the map and a path to the domination weapon. Maybe put some sharks circling the ship. A mine shaft into the volcano would be cool too (in the back).

Anyway, those are some ideas of things i think would liven up the map. Maps are always better when there's some side stuff you can do to better your advancement in the ranks


[EDIT]
Great, I play the map without refreshing the thread and Yak has already mentioned all my ideas
[/EDIT] [addsig]




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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Sat May 22nd at 2:51am 2004


He stole them all from my hacked internet computer!

Edit: Reno, there are a whole bunch of HOM errors around the top of the volcanoe. [addsig]




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Re: Flatshaded (working title)
Posted by ReNo on Sat May 22nd at 3:05am 2004


Good suggestions all round guys, thanks a bunch

A_S: The winding path idea was something I considered, but on a whole the scale of the map is so suggestive as opposed to real that the volcano doesn't feel big enough to merit it. I might give it a shot - I've got about 5 versions of this map at various stages of development so I cna easily enough branch this idea off as an experimental one. The volcano eruption is a great idea, but sounds like it could entail a lot of complex entity work. Its worth looking into, but I'm not hugely convinced the effect could be pulled off well. The other island was another idea I'd thought of - I was thinking of having a mansion on it, in fact here is a screenshot of the mansion so far! I feel it looks pretty crappy, and probably wouldn't fit the theme, but make of it what you will...



Yak: You read my mind about those little volcano's - look at the blurb for the map, "volcano jumping" was referring to the plans for those I've not thought too much about how it will work (its somewhat awkward to get on them at the moment), but it will most likely happen in some form or another.

That bug will be fixed - as I'm running RAD I'll just shove in a really bright light_environment to light up everything.

Adding more shades of colour may help add a bit more depth, but its also a damn lot of work sorting out the right shades for the light direction, so I've kind of kept it to a minimum (in actual fact its easy enough for the limited architecture in the volcano map, but its hellish for the mansion). I've currently got it so that there are 8 main directions brushwork can face, and each material / building section has 3 shades assigned to it - 2 highlighted faces, 4 normal faces, and 2 shadowed faces. I could change it to be uniquely coloured for each direction I guess, wouldn't be TOO much hassle. I'll try it out and see what I think.

The boat (and yes I'm refering to you too A_S) idea could certainly work, and the dock is also a good idea. I was hoping to bring more architecture to the level but didn't want a simple repetition of the current stuff, so I guess a dock could work out.

Gorb: Have you checked the map out in game, or is it screenshots that are throwing you off for scale? I agree that scale in this map is extremely wierd, but to be honest its half the point. The map isn't huge but takes up a fair amount of space due to being so inherently open in its layout. I'm not really sure how to answer your question - all I can suggest is check it out in game if you haven't, hopefully it will be more clear then. If you already have...well its a wierd map [addsig]




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Re: Flatshaded (working title)
Posted by ReNo on Sat May 22nd at 3:12am 2004


Crono: Good ideas there mate - you gave me a great idea for the actual spectator mode overview of the map too - a treasure map The sharks are going to play a small part in the form of transportation (hop on for rides to otherwise inaccessible islands with weapons etc...). I don't know how I could manage an underwater area, as the deep part of the sea is actually the skybox. A mine shaft is somewhat similar to my plans for the volcano, so we'll see how that pans out.

A_S: The volcano will eventually be hollow - the top of it is kind thrown on, and there are some overlapping brushes up there with null textures on faces which are causing the invisibility. Its not HOM stuff thankfully, just a sloppy temporary ceiling.


Oh dear, I can imagine making a convincing flatshaded pirate ship is gonna be one hell of a challenge [addsig]




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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Sat May 22nd at 3:17am 2004


I'll have a stab at making a pirate ship. Get it? Stab. Because pirates stab each other. Bah.

http://www.chaosgods.de/ps_tutorials/english/old_map.shtml

There's a link to a photoshop tutorial on how to make a treasure map effect. [addsig]




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Re: Flatshaded (working title)
Posted by ReNo on Sat May 22nd at 3:23am 2004


Purrrrfect, thanks mate. Was that a serious offer btw? If so, I appreciate the offer, but I prefer to make everything in my maps myself for some reason. Thanks anyway though [addsig]



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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Sat May 22nd at 3:32am 2004


Ok no problem... *bitter*

I'm trying to do the flying lava ball thing now, just to see if I can. I'll give you a look if it turns out ok. [addsig]




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Re: Flatshaded (working title)
Posted by ReNo on Sat May 22nd at 3:34am 2004


That would be nice, good luck, I've a feeling it will be tricky to get a good looking effect going. [addsig]



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Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on Sat May 22nd at 3:52am 2004


I'll do it tomorrow I think, i've to be up for work in 5 hours. [addsig]



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Re: Flatshaded (working title)
Posted by Gorbachev on Sat May 22nd at 3:57am 2004


Oh man, the green for that grass burned my eyes, I'm in a really dark room right now and if I could onamatopae-afy the sound I'm making of a sizzle/zap/schwing of me scrolling to that picture I would. Ouch. [addsig]



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Re: Flatshaded (working title)
Posted by Anomaly on Sun May 23rd at 11:45pm 2004


Quicksand?



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Re: Flatshaded (working title)
Posted by mrnatural on Mon May 24th at 12:36am 2004


awsome map bud.

i wanna see this one get done.

yep a pirate ship and get up on those towers.

id make the entrance inside not compex but very simple in the main gate inside.

the manison dont work. looks awsome though.





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Re: Flatshaded (working title)
Posted by Orpheus on Mon May 24th at 12:43am 2004


if r's won't allow for a pirate ship. at least place a flag of the jolly rogers in the sand, and perhaps a treasure chest.

course, you could continue the motif and make it a resort beach , and have children's play yard stuff.. some seesaws, or swings and a merry-go-round.. with the club house as well

lastly, you could have some palm huts and some beer cans on the sand

[addsig]





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