Re: Flatshaded (working title)
Posted by Vash on
Thu Apr 22nd 2004 at 10:46pm
Posted
2004-04-22 10:46pm
Vash
member
1206 posts
181 snarkmarks
Registered:
Feb 4th 2003
Occupation: Afraid of Spiders
Damn, fine looking indeed.
Re: Flatshaded (working title)
Posted by Cyax on
Thu Apr 22nd 2004 at 11:56pm
Posted
2004-04-22 11:56pm
Cyax
member
82 posts
347 snarkmarks
Registered:
Dec 2nd 2003
Location: New York
It looks like its fake... is it 3d? or 2d? Its weird... looks cool though. :P
Re: Flatshaded (working title)
Posted by Forceflow on
Fri Apr 23rd 2004 at 3:22pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
Are we allowed to use that texture set ?
Good look, Reno ... I love the island view.
Re: Flatshaded (working title)
Posted by |=Tarosek=| on
Fri Apr 23rd 2004 at 9:44pm
39 posts
64 snarkmarks
Registered:
Aug 29th 2003
Location: Rochester, NY
Hmmm...reminds me of The Legend of Zelda: The Wind Waker for GCN...pretty damn cool!
Re: Flatshaded (working title)
Posted by esechre on
Sat Apr 24th 2004 at 12:01pm
Posted
2004-04-24 12:01pm
esechre
member
89 posts
39 snarkmarks
Registered:
Mar 19th 2004
Occupation: Student
Location: Adelaide, Australia
Looks fantastic, very tempting, but i wont turn to the dark side. Your sun looks a bit wonky, and i dont think the fades look very realistic as its a sunny day. (still not much about it is realistic) I love the highlighting and also the depth youre giving to the water. Looks fantastic keep up the good work. A concern i mentioned in the competition thread is the models will look really silly running around in a flatshaded world. I may be wrong, how does it look ingame?
Re: Flatshaded (working title)
Posted by Mr.Ben on
Sat Apr 24th 2004 at 2:12pm
Mr.Ben
member
208 posts
560 snarkmarks
Registered:
Aug 29th 2003
Absolute pwnage. I love it!
Re: Flatshaded (working title)
Posted by half-dude on
Tue Apr 27th 2004 at 4:30pm
580 posts
76 snarkmarks
Registered:
Aug 30th 2003
Occupation: male
Location: WH
Can you go into the light houses?
Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on
Sat May 22nd 2004 at 2:24am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
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. :sad:
Re: Flatshaded (working title)
Posted by Yak_Fighter on
Sat May 22nd 2004 at 2:28am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
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.
Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on
Sat May 22nd 2004 at 2:30am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Yeah, steal my brillant boat idea you prick (not referring to your penis) :biggrin: 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) :smile:
Re: Flatshaded (working title)
Posted by Yak_Fighter on
Sat May 22nd 2004 at 2:34am
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
Whatever. I had the idea first, but my reply crashed and I had to retype it all over.
Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on
Sat May 22nd 2004 at 2:51am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
He stole them all from my hacked internet computer! :smile:
Edit: Reno, there are a whole bunch of HOM errors around the top of the volcanoe.
Re: Flatshaded (working title)
Posted by ReNo on
Sat May 22nd 2004 at 3:12am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Crono: Good ideas there mate - you gave me a great idea for the actual spectator mode overview of the map too - a treasure map :smile: 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 :rolleyes:
Re: Flatshaded (working title)
Posted by ReNo on
Sat May 22nd 2004 at 3:23am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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 :smile:
Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on
Sat May 22nd 2004 at 3:32am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
Ok no problem... bitter :biggrin:
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. :smile:
Re: Flatshaded (working title)
Posted by ReNo on
Sat May 22nd 2004 at 3:34am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
That would be nice, good luck, I've a feeling it will be tricky to get a good looking effect going.
Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on
Sat May 22nd 2004 at 3:52am
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
I'll do it tomorrow I think, i've to be up for work in 5 hours. :sad:
Re: Flatshaded (working title)
Posted by Gorbachev on
Sat May 22nd 2004 at 3:57am
1569 posts
264 snarkmarks
Registered:
Dec 1st 2002
Location: Vancouver, BC, Canada
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.
Re: Flatshaded (working title)
Posted by mrnatural on
Mon May 24th 2004 at 12:36am
Posted
2004-05-24 12:36am
63 posts
16 snarkmarks
Registered:
May 3rd 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.
Re: Flatshaded (working title)
Posted by Orpheus on
Mon May 24th 2004 at 12:43am
Posted
2004-05-24 12:43am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
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 :smile:
lastly, you could have some palm huts and some beer cans on the sand :biggrin:
Re: Flatshaded (working title)
Posted by Hornpipe2 on
Wed May 26th 2004 at 12:26am
Posted
2004-05-26 12:26am
636 posts
123 snarkmarks
Registered:
Sep 7th 2003
Occupation: Programmer
Location: Conway, AR, USA
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.
Re: Flatshaded (working title)
Posted by ReNo on
Wed May 26th 2004 at 2:20pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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 :sad: 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 :sad:
Re: Flatshaded (working title)
Posted by $loth on
Wed May 26th 2004 at 4:07pm
$loth
member
2256 posts
292 snarkmarks
Registered:
Feb 27th 2004
Occupation: Student
Location: South England
you could however, have the 'pit', but have the skybox going around the 'pit' on the oustide. I doubt that it would be viewable.
Re: Flatshaded (working title)
Posted by scary_jeff on
Wed May 26th 2004 at 5:12pm
1614 posts
191 snarkmarks
Registered:
Aug 22nd 2001
Can't you just put the sky 'down' texture on the outside of everything that is below the water level?
Re: Flatshaded (working title)
Posted by ReNo on
Wed May 26th 2004 at 5:44pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: Flatshaded (working title)
Posted by DocRock on
Thu May 27th 2004 at 2:18pm
DocRock
member
367 posts
929 snarkmarks
Registered:
Mar 24th 2002
Location: U S of A
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?
Re: Flatshaded (working title)
Posted by ReNo on
Thu May 27th 2004 at 2:50pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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 :smile: 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 :biggrin: ). 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.
Re: Flatshaded (working title)
Posted by 7dk2h4md720ih on
Thu May 27th 2004 at 2:53pm
1976 posts
198 snarkmarks
Registered:
Oct 9th 2001
You could have the map rumble every once in a while, giving the illusion of an active volcanoe. :smile:
Re: Flatshaded (working title)
Posted by Gollum on
Thu May 27th 2004 at 3:22pm
Gollum
member
1268 posts
525 snarkmarks
Registered:
Oct 26th 2001
Occupation: Student
Location: Oxford, England
/me pets env_shake :kitty:
Re: Flatshaded (working title)
Posted by mrnatural on
Sat May 29th 2004 at 2:05am
63 posts
16 snarkmarks
Registered:
May 3rd 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.