Discussion in 'Mapping' started by =HELLION=, May 11, 2006.
keeps getting better and better.. agian good work.. keep it up
niiiiiiiiiiice :D that looks brilliant.
do you think that having a guard tower on the open section by the water, positioned from the river would be a good plan?
well i put in a good 8 hours yesterday on slaughterd, mainly texture work and re-defining the towers, i figured that if i take out the turret pad (the only reason to use the towers other then a hiding spot) that i should make some use out of it. now its got a system to it , you could call it , well a makeshift barracks . minus the spawn point
say hello to my lil' friend
well here is the lastest sshot, this is a full-compile : compile time 30hrs 24mins :eek: but i think its well worth it, i dont know what happened but this time around the map is 1/2 the file size. i think this new version will be much more fun. at least not as claustrophobic :D
Reminds me of Tibet for some reason.
The minimap looks like it ran away from a Mario game :p
Very impressive Hellion. If I may makes some suggestions.
Maybe add unusable brush-based buildings in the mountains for more detail? Thatd be awesome.
Also, maybe with the displacement mountains, maybe less grass on angled areas. You should only put grass on flat areas, rocks on angled areas. Also, maybe make the rocks a little more jagged and rocky looking instead of so smooth?
after playing on broccli's tic tac toe map i noticed the multi-build engy buildings they worked reli well. I am assuming it was him who also wrote this tut http://www.empiresmod.info/index.php/Multi-Part_Buildables. but i think these would work real well in slaughtered as those out posts are huge.
that map looks soooooo cool!
i kinda agree about the grass on the sides of the mountains looking a little odd, but whatever.
Those buildables are amazing!
Just a thought, why not make the bridge buildable in sections?
well as for the brush based buildings, i added a only a few brushes id say like 10 - 15 and it increased my compile time, 15hours so i probably wouldn't do that unless i had another machine to render while i was free to use my pc to do other things. although i was actually thinking about picking up another cheapy to do other renderings for art and such and it would be the same purpose for that. but i am not sure if or when ill do that. as for the less grass.. i would love to do that, but for texture purposes its not pritty, if you have one huge map with all the same texture on it, it really dosen't look good, most of the map has grass on it because it breaks up the texture and makes it look less repetitive. i had the whole map at one point in its early stage all rock mountains and the pathways were grass but it looked funny and the rock texture looked like duststorm with bigger hills. as for it being jagged, well i like the rounded hills , grassy hills and rocky hills put together look better rounded imo.
beerdude: that minimap is not actuall all the way up to date, the one now is a bit less blury.
as for the buildables/ they are now changed from the way they were in the last version, you will all have to play it to find out what i mean, but in the long run its less of a attack tower and more of a barracks tower (minus spawn that is ) and for the bridge , if i built it in sections it would take even longer to build but faster to distroy, i never really thought about it that way but i think that would look funny.
all and all i hope this new version will be better, not all that much has changed but the changes will add enough to make it more flexable... once you see it you will know what i mean
looks much nicer than the default HL2 grass version =D
Couldn't you just make those "buildings in the hills" out of func_details? That way compile time wont grow that much.
well i do want to add more props to the map and , well i did not enable hdr on it because i knew it did not work in empires, and so ill probably be compiling again just for that reason alone. i was going to add more hills to the 3d skybox maybe i could stick some out there
HDR will be in 1.08. Are you going to recompile the map then to enable HDR? I bet HDR would look great in your map :D
well time is not what i have a lot of, i most likely will release a hdr version after it is supported so i dont pull a AHHH IM BLIND IM BLIND!!!! 100% through the map. its difficult to tweek the settings when you dont know what its doing heh... for some reason also my prop conversion program is broken most likely because of some steam patch that happend in the last 6+ months. when i moved, and changed jobs in the same 1.5 month period i didn't have time to do much. now i am just geting back into the loop. the job i took the place of some guy that must have been sleeping for a few years because everything was all f**ked up so i spend a lot of overtime geting everything back to where it should be. i still dont have much time though
--edit suggested by krenzo, i add hdr and color correction on my grass.. heres the sshot of after color touchups, hdr to follow later
i think i compiled at least 6 or 7 more fast compiles, here are some shots with the new shrub model, fixed color on the grass, oh and hdr :p
Good example of how important proper texturing is.
Nice work, looks so much better now.
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