Map17: Dune City

Post a reply

Smilies
:D :) :( :o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow: :| :mrgreen: :angel: :angry: :beer: :bfg: :chaingun: :cheers: :blergh:
View more smilies

BBCode is ON
[img] is ON
[url] is ON
Smilies are ON

Topic review
   

If you wish to attach one or more files enter the details below.

Maximum filesize per attachment: 1.5 MiB.

Expand view Topic review: Map17: Dune City

Re: Map17: Dune City

by cybdmn » Fri Oct 11, 2013 15:52

After playing a little bit with Doombuilder and built a part of that cityscape in it, i have to say that we need more textures for this theme. If you look at this picture, you can see a good ammount of different windows on various walls. some more yellow, other more orange, some more brown. We need some doors and arcs too, and some flloors and ceilings. Maybe some walls with graffities and or pictures would be nice too.
Without more textures all mapping for dune city looks a bit dull.

Re: Map17: Dune City

by cybdmn » Sat Oct 05, 2013 12:55

Yeah, and thats the style of city i had in mind when i started to build the Map. ;-)

Re: Map17: Dune City

by Xaser » Sat Sep 21, 2013 7:08

Hmm, second time lately I've been surfing around and ran into a big ol' Hacxy inspirational photo:
Image

I saw this and immediately thought of this map. ;)

Re: Map17: Dune City

by cybdmn » Sun Jul 29, 2012 19:09

Xaser, it is okay to say what you think. This way we can provide better maps. ;-)

Cage, we have to thank you!

Re: Map17: Dune City

by Cage » Sun Jul 29, 2012 15:15

Thanks for the initative, cybdmn! :) I'll clean this one up to standards :) You (and other mappers) can post up mock-up textures or reference pictures too if you have request for something similar :)

Re: Map17: Dune City

by Xaser » Sat Jul 28, 2012 3:44

Hmm, maybe I should stop nitpicking an alpha so bad, then. Just sharing a bit of random thoughtness, I guess. :P

Re: Map17: Dune City

by cybdmn » Fri Jul 27, 2012 6:09

Oh, textures are not set in stone, i used them on a temporary basis, to have more variety for the moment. And, the point from where i made the screenshot isn't reachable without noclip, from the gameplay perspective it looks different. And i am not finished with the lights, maybe i tune the contrast later, i will see, for such dune stuff, light/shadows need hard contrasts, i am unsure, if the contrast is high enough.

The basic layout isn't finished too, at the moment i am working on the next section, which is behind the mountains on the left.

However, it is fun to do mapping, and see how my ideas develops.

Re: Map17: Dune City

by Xaser » Fri Jul 27, 2012 2:17

The shadows look nice, though upon closer inspection, the buildings are a bit 'off' at the moment since some of them are actually a bit too 'perfect' looking in geometry (esp. the sandstone buildings) -- some worn corners and roughened edges could give 'em more character, but that sort of detailing can come later, I suppose. Just musing about things in advance. ;P

I'm more concerned about the gold building immediately in front of the player -- I'm not sure that texture suits being applied to a simple box-shaped building, since it looks more regal and palace-y than the surrounding shantytown.

Still, keep this up. :)

Re: Map17: Dune City

by cybdmn » Thu Jul 26, 2012 18:19

Light on.

Image

Re: Map17: Dune City

by cybdmn » Thu Jul 26, 2012 6:48

It was late yesterday when i stopped drawing and pushing lindefs around. I will post updated screenshots soon. ;-)

Re: Map17: Dune City

by Xaser » Thu Jul 26, 2012 2:12

Oh yeah -- 2.0 is (intentionally or not) spitting in the face of the visplane limit. I'd be scared to actually attempt to count how many there are in MAP06 now. It takes about 30 seconds for ZenNode to build nodes for it, and that's on my rather-beefy CPU (Intel Core i7-2600K). So don't let limits stop you. :P

Good to hear, by the way! Always interested in seeing it if you're willing to show it off, too. ;)

Re: Map17: Dune City

by cybdmn » Thu Jul 26, 2012 0:04

Phew, lighting is a lot of work for a city map like this. I have added a massive amount of sectors. This goes beyond vanilla compatibility, visplane overflow at mapstart. :-D

Re: Map17: Dune City

by cybdmn » Wed Jul 25, 2012 6:46

Yes, lights are dull at the moment. But that will be improved, at the moment i am still in the making of the basic layout for this map. Thanks for your suggestions. :-)

Re: Map17: Dune City

by Xaser » Wed Jul 25, 2012 2:52

Not bad thus far! Lighting's a bit static thus far, but the city is shaping up nicely. Good to see you're back on it. ;)

Regarding the texture variety, there's a lot you can do with mixing and matching what's there that will go a long way toward stretching out the available textures and giving each building its own charm. I tried to do something along those lines in the new MAP06, so maybe it's worth a reference if it helps what you're looking for.

Re: Map17: Dune City

by cybdmn » Tue Jul 24, 2012 21:39

Oh, thats not really the start. The window section of that map was my first idea, and is unchanged since then. In the map before, you could see a wasteland only, and the map progresses in the opposite direction. :-D

What i really need is more variety in the city textures. In nearly all games, even in those with more advanced engines, like Duke Nukem 3D, the lack of variety in city-style textures made them a little bland.
Later i will need some detail stuff, like signs and stuff like the middle textures in my window section. And, as i mentiuoned before, two or three different palm tree sprites would be nice.

I will try to make some textures by myself, hope i get some nice stuff done.

Top