DM_Forest

DM_Forest

Re: DM_Forest Posted by Nickelplate on Mon Oct 31st 2005 at 4:51am
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Posted 2005-10-31 4:51am
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It's about a quarter of the way finished. I plan to put most of the elements of my other unfinished maps into it to finish off all the open maps I have.

The ground will extend a bit further on the small side of the river.

http://www.dimebowl.com/maps/forest2.zip
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Crono on Mon Oct 31st 2005 at 4:59am
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Screen me, man. Then we'll talk about downloading.
Blame it on Microsoft, God does.
Re: DM_Forest Posted by BlisTer on Mon Oct 31st 2005 at 6:38pm
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User posted image

you know the routine m8, no pics no clicks :razz:
These words are my diaries screaming out loud
Re: DM_Forest Posted by Dark|Killer on Mon Oct 31st 2005 at 6:47pm
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User posted image

Exactly...
.::Dark|Masta::. - One name. One legend.
Re: DM_Forest Posted by Nickelplate on Mon Oct 31st 2005 at 6:52pm
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okay, wait til I get home. I'll get you some screenehs.
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by $loth on Mon Oct 31st 2005 at 7:50pm
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Blister, that is such a kewl pic!
Re: DM_Forest Posted by satchmo on Mon Oct 31st 2005 at 7:51pm
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Yeah, downloading without screenies require guts and some degree of foolishness.

It's like someone handing you a small white pill at a party, and say "Here. Take it".
"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge
Re: DM_Forest Posted by Addicted to Morphine on Mon Oct 31st 2005 at 8:10pm
Posted 2005-10-31 8:10pm
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Hahah satchmo, I don't think downloading a random map will leave you date raped and groggy in the morning.
Re: DM_Forest Posted by Crono on Tue Nov 1st 2005 at 2:00am
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Posted 2005-11-01 2:00am
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I like how 11 people have already downloaded the map and and none of them has commented.

Come on, if you downloaded it: give feed back!

Get working on those screenshots.
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Nickelplate on Tue Nov 1st 2005 at 2:30am
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Man, I've tried to upload them TWICE now and it's given me a big middle finger.. I will remotely link them now...
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Underdog on Tue Nov 1st 2005 at 2:56am
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LOL... Thats what my back yard looked like this morning when I woke up. There was a freaking monsoon event happening. Did all that rain make it up to Mountain View too?

I must confess, until you get some pictures that I can view in less than a minute I think I'll stick to the 1st one only.

Nice trees.
There is no history until something happens, then there is.
Re: DM_Forest Posted by Crono on Tue Nov 1st 2005 at 3:14am
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I know that's mostly displacements and models, but it looks good :smile:

It looks more like a cemetary than anything else at the moment though. I also doubt you could keep the models up to do an entire forrest (maybe with some very clever placements)

Keep churning, see what develops.
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Nickelplate on Tue Nov 1st 2005 at 3:28am
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I've got trees rotated in every direction! It'll be good. Also, It is mostly disps and models, I know. But soon enough, I'll have the castle ruins placed and there will be a dungeon system that connects to the cave that you see. I've got some good plans.

Oh yeah.. And i also got the Alpha reversed on my whole displacement ground... so, it will have the grass sprites to liven it up..
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Dark_Kilauea on Tue Nov 1st 2005 at 4:42am
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So far, massively cool man. Gives me some ideas for my map...
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http://www.dvstudio-production.com/
Re: DM_Forest Posted by Addicted to Morphine on Tue Nov 1st 2005 at 6:37am
Posted 2005-11-01 6:37am
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Seems more swampy than foresty at the moment. Maybe some more hills... its all rather flat right now.
Re: DM_Forest Posted by ReNo on Tue Nov 1st 2005 at 12:33pm
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I dig the stream - very well done there. Obviously the mixed up blend
material (so annoying that bug) is making things look a bit wierd, but
its a good looking start. Check out screenshots of "Elder Scrolls IV:
Oblivion" for ideas on making good looking forests, as theirs are
awesome.
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Designer @ Haiku Interactive | ReNo-vation.net
Re: DM_Forest Posted by MisterBister on Tue Nov 1st 2005 at 2:33pm
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Looks very cool. Good atmosphere, just keep going.
Re: DM_Forest Posted by Underdog on Tue Nov 1st 2005 at 2:39pm
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Either post my alternate screens links or the deals OFF!

I swear, I'll let Mephs have his way with ol' mommy.
There is no history until something happens, then there is.
Re: DM_Forest Posted by Andrei on Tue Nov 1st 2005 at 4:57pm
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Looks very seksy so far, somewhat spooky and post apocalyptic. Kinda
like a forest in a biohazardous area. The borealis skybox add to this
sensation. Adding the rain was a great idea too, really goes well with
the over-all theme. BTW, don't do the mistake of making the whole map
as dark as it looks now. Shooting blindly into the dark is anything but
fun (or is it just my monitor?).
Re: DM_Forest Posted by Captain P on Tue Nov 1st 2005 at 6:28pm
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Posted 2005-11-01 6:28pm
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I just checked it out, and though it's indeed more swampy than foresty,
it looks good. Has a nice athmosphere (but it really needs a rain
sound! :wink: ).

If you want it to look more like a forest, add bushes. It lacks low to medium sized vegetation, it's trees and some grass and
that's it.

I like that cave/tomb like entrance. With some candlelights or torches it could have a really spooky athmosphere. :smile:

Any idea's about the layout already, bytheway?
Create-ivity - a game development blog
Re: DM_Forest Posted by Nickelplate on Thu Nov 3rd 2005 at 4:05am
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Posted 2005-11-03 4:05am
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A swampy forest is cool with me!

I was thinking about putting blurry lights in the air. in the trees. They would move randomly and just act as some ethereal-looking illumination. like ghosts or something.

The cave/tomb will go into a sort of dungeon that connects to the planned castle/manor ruins that will hopefully bring a lot more atmoshpere to the place. One side of the map will end in a foggy lake, the other side will be blocked off by rocks, cliffs, or castle walls in various places. I dunno what I'll do about the sides yet.

Underdog: http://images.dimebowl.com/underdog stop whining you old coot!
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Crono on Thu Nov 3rd 2005 at 4:25am
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Nickel, this has got some good atmosphere. I think it'd be a waste to have it be 'some' swamp. It has a real "Grimm" feel to it. It'd be really cool to see (at least in a different version) some implementation of fairy tales. It'd be cool.
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Captain P on Thu Nov 3rd 2005 at 2:39pm
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I like that moving lights idea and a castle or monastory would fit
great here. I'm looking forward to the next stage of this map. :smile:
Create-ivity - a game development blog
Re: DM_Forest Posted by Underdog on Fri Nov 4th 2005 at 12:34am
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I have not seen any quality rain maps in HL2 yet so I think I'll post this question here to see if it has an answer. Can rain be made intermittent?

I mean, rain hardly ever falls consistently the same for extended periods. Except in the tropics maybe.

Anyway, nice shots. I forgot to look, is there a download link yet?
There is no history until something happens, then there is.
Re: DM_Forest Posted by Crono on Fri Nov 4th 2005 at 12:52am
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He could have the entity managed by a logic timer (or something like that). If the entity doesn't support on and off, you can quite literally, remove and add the entity at certain times (using a logic timer, or something like that).
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Underdog on Fri Nov 4th 2005 at 1:18am
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Crono said:
He could have the entity managed by a logic timer (or something like that). If the entity doesn't support on and off, you can quite literally, remove and add the entity at certain times (using a logic timer, or something like that).
You're doing it again. Reminding me how dumb I am. That quite literally made no sense at all.

But, its not as important that I know as that if you say its possible maybe Nickelbag can use it as a suggestion?
There is no history until something happens, then there is.
Re: DM_Forest Posted by Addicted to Morphine on Fri Nov 4th 2005 at 1:56am
Posted 2005-11-04 1:56am
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Yeah -- that makes sense, it might work. It's worth trying.
Re: DM_Forest Posted by Crono on Fri Nov 4th 2005 at 2:37am
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I've never personally done it. But I know you can kill and spawn entities at will ... so ... that's always an option if the entitiy doesn't need to be in a special state.

Yes, I'm sure Nickel has some idea of what I'm talking about ... whenever he gets around to reading what I said.
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Nickelplate on Fri Nov 4th 2005 at 5:56am
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Is it possible to do that to a brush-based entity? Anyway, I was thinking about adding the proverbial "Path" that we hear about in all the stories.

The forest path from Hansel and Gretel
the bridge from The 3 Billy goats Gruff
the Cave from multiple stories
ruins from multiple stories

What do you all think about some fog?
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Crono on Fri Nov 4th 2005 at 7:20am
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Go for it. It'd allow you to keep FPS UP and it'd make a handsome solution for the 'edge' of the map issue.

I just thought of something to make it confusing, but cool. In places of INTENSE fog, you could have some teleport entities to take you to another part of the map that is fogged up, thickly. The map would seem to go on forever (hopefully).

But, that's just an idea for it's use.

No, it can't be brushed based. But, rain isn't ... is it?
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Underdog on Fri Nov 4th 2005 at 1:51pm
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Crono said:
Go for it. It'd allow you to keep FPS down and it'd make a handsome solution for the 'edge' of the map issue.
Old habits. Intensely hard to break them.

In the old days it was "Keep r_speeds down" Now its "Keep FPS up"

Does fog really increase framerates? Nice bit of info to remember.
There is no history until something happens, then there is.
Re: DM_Forest Posted by Captain P on Fri Nov 4th 2005 at 2:51pm
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Posted 2005-11-04 2:51pm
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I don't think suddenly stopping the rain has a good effect, rather,
it'll make it appear fake. A subtle change between rain intensities is
needed. I don't know if that's possible, so if it's not, maybe doing
what Crono suggested while still keeping a rain entity active to mask
the sudden transition somewhat?

To keep fps down, you can limit the render distance, don't know exactly
how this works as I haven't had trouble with it so far, but it's
possible, and fog is a nice mask for it then. However, i find dense fog
on open area's to be more annoying than really nice. I think hiding
teleports would then only make it more confusing. Maybe it works and
it's fun, personally I just don't like it. But it surely makes the map
harder to learn.
Create-ivity - a game development blog
Re: DM_Forest Posted by Addicted to Morphine on Fri Nov 4th 2005 at 3:16pm
Posted 2005-11-04 3:16pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Is it possible to have two rain entities (of different intensities)
working at the same time? You could blend the weather that way...
or you could just have one cut off and the other (either more or less
rainy) start right up where the other entity left off. Maybe?
Re: DM_Forest Posted by Nickelplate on Fri Nov 4th 2005 at 5:34pm
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rain is brush based.. and unfortunately, if you have one rain entinty inside of another, they cancel out.. I tried in DM_castle a long time ago, I wanted more rain to pour down at the edge of my roofs, and it cancelled it out...
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Crono on Fri Nov 4th 2005 at 5:37pm
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Oh, well. Scrap that then, unless there's input options to change intensity.

Uh ... up. Sorry, I'll change that.
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Dark_Kilauea on Fri Nov 4th 2005 at 11:02pm
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I think you should put some func_dustclouds in some low areas the add a
special fog effect. Perhapes even add some wolf howling sounds in
the backround for some atmosphere.
Dark_Kilauea
DVS Administration
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Re: DM_Forest Posted by Nickelplate on Sat Nov 5th 2005 at 12:28am
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Posted 2005-11-05 12:28am
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Oh, I've got some sounds planned out. and some good light FX too. Don't wanna give it all away, luv!
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Nickelplate on Wed Nov 30th 2005 at 6:04am
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Posted 2005-11-30 6:04am
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Okay! I finally got somewhere with this! I've added/changed the following.
  • The name is now DM_Tempelwald It may be changed yet again before the end, and it means Temple Forest in german for those of us who don't speak german.
  • The perimiter is set.
  • I added some of the ruins
  • I finished most of the Displacement work.
Next I'll work on lighting effects and the underground segments.
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Addicted to Morphine on Wed Nov 30th 2005 at 6:06am
Posted 2005-11-30 6:06am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I'd love to see some updated screens.
Re: DM_Forest Posted by Nickelplate on Wed Nov 30th 2005 at 6:10am
Nickelplate
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Posted 2005-11-30 6:10am
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Lol, you posted while I was taking them!!! Download the map and tell me how much you loved it! :biggrin:
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com
Re: DM_Forest Posted by Crono on Wed Nov 30th 2005 at 8:28am
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Posted 2005-11-30 8:28am
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It's shaping up nicely. Haven't downloaded it or anything though.

I'm wondering if your permiter set up will actually work well or not. It doesn't look like it from the images. But that's a 3d-skybox issue or something like that :smile:

It'd be really cool to see some more forrest and hills and stuff in the skybox.
Blame it on Microsoft, God does.
Re: DM_Forest Posted by Nickelplate on Wed Nov 30th 2005 at 2:51pm
Nickelplate
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Posted 2005-11-30 2:51pm
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Yeah, its a lack of diplacement surface in the rear of the map.
I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com