MAP06: Digi-Ota (Remastered)
Moderators: Xaser, Dr_Nostromo
- Paul
- DRD Team Admin (Inactive)
- Posts: 1058
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland - Grojec / Radom
- Contact:
Re: MAP06: Digi-Ota (Remastered)
Ouhh this is sooo nice... I especially like the bottom-left screenie with those nice city textures.
Sooo motivating
Sooo motivating
- Xaser
- Developer
- Posts: 112
- Joined: Sat Jul 16, 2005 2:51
Re: MAP06: Digi-Ota (Remastered)
Working on this one a bit more. New entranceway:
Front facade is very unfinished and the inside is incomplete in terms of lighting, but the general structure is there. You'll start facing the new building instead of in that tiny little alcove, thus giving a much-needed sense of place. Digi-Ota is supposed to be a megacorporation. May as well make it look like it.
Front facade is very unfinished and the inside is incomplete in terms of lighting, but the general structure is there. You'll start facing the new building instead of in that tiny little alcove, thus giving a much-needed sense of place. Digi-Ota is supposed to be a megacorporation. May as well make it look like it.
- Xaser
- Developer
- Posts: 112
- Joined: Sat Jul 16, 2005 2:51
- Cage
- Posts: 75
- Joined: Sat Dec 24, 2011 11:04
Re: MAP06: Digi-Ota (Remastered)
That's plenty of awesome.
Lil' suggestion though: the wide centered signs (like hksgn13a for example) should work sticked out of wall (either left or right) too!
I'll proceed with doing some vertical signs too, for variety.
Lil' suggestion though: the wide centered signs (like hksgn13a for example) should work sticked out of wall (either left or right) too!
I'll proceed with doing some vertical signs too, for variety.
- Xaser
- Developer
- Posts: 112
- Joined: Sat Jul 16, 2005 2:51
- Cage
- Posts: 75
- Joined: Sat Dec 24, 2011 11:04
Re: MAP06: Digi-Ota (Remastered)
From ZDoom forums:
I'm seriously thinking about ravamping the streets, they may be too narrow, even for HK Not a problem for me - I'd need to make the wider lane and crossing textures, but it could mess out the map layout and leave you with a lot of work.esselfortium wrote:Looks awesome! The new textures in HacX 2.0 are really fantastic. I do have to say that street looks a little narrow though; I wouldn't want to drive on it
- Xaser
- Developer
- Posts: 112
- Joined: Sat Jul 16, 2005 2:51
Re: MAP06: Digi-Ota (Remastered)
If you want to make wider versions, feel free -- just note that the actual texture width needs to be a power-of-two so if you go with something like 384-wide (which seems like it might be good), you'll need to pad out the other 128 with ASPHALT or something.
I'm not sure if I'm up for changing the map, though. I suppose the streets are narrow realistically, but it seems just the right size for gameplay -- any larger and it'd be too much to run around in without feeling dwarfed by the architecture.
If you make them, I'd definitely consider using the newer ones for, say, D.C. though.
I'm not sure if I'm up for changing the map, though. I suppose the streets are narrow realistically, but it seems just the right size for gameplay -- any larger and it'd be too much to run around in without feeling dwarfed by the architecture.
If you make them, I'd definitely consider using the newer ones for, say, D.C. though.
- Gez
- Developer
- Posts: 1399
- Joined: Mon Oct 22, 2007 16:47
Re: MAP06: Digi-Ota (Remastered)
If the streets aren't widened, could the corners at least be rounded? Cars are not generally expected to make instant 90° turns.
Especially when the buildings' corners are already rounded; just not the sidewalk.
Especially when the buildings' corners are already rounded; just not the sidewalk.
- Enjay
- Developer
- Posts: 4723
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: MAP06: Digi-Ota (Remastered)
I agree that the narrowness of the streets detracts from the illusion of reality - to the point that I think it would be noticeable when playing. They are just too narrow to be 2 lane streets. However, if they are the right size for gameplay, then the markings on the road could be changed to make them feel like single track lanes between the buildings rather than 2 lane streets. There are plenty of narrow streets like that in real cities.
If there are one or two places where the road can be widened to a more realistic width, such roads could be the main roads and the narrower ones could be the small service lanes or whatever.
If there are one or two places where the road can be widened to a more realistic width, such roads could be the main roads and the narrower ones could be the small service lanes or whatever.
- Xaser
- Developer
- Posts: 112
- Joined: Sat Jul 16, 2005 2:51
Re: MAP06: Digi-Ota (Remastered)
If it's that off-putting, transforming them into one-way streets would be a doable alternative -- and a really easy texture edit to make. That'd make it a bit more real feeling without having to widen anything.
Not all buildings are actually rounded like that -- just one or two. Still, I gave it a try and rounded corners actually look pretty good on the whole, so I went with 'em around the main roadways.Gez wrote:If the streets aren't widened, could the corners at least be rounded? Cars are not generally expected to make instant 90° turns.
Especially when the buildings' corners are already rounded; just not the sidewalk.
- NeuralStunner
- Posts: 253
- Joined: Tue Dec 29, 2009 3:46
- Location: IN SPACE
- Contact:
Re: MAP06: Digi-Ota (Remastered)
Personally I'd vote for wider streets. Currently the screenshots look less "big city" and more "back alleys of big city". More open space could also be beneficial from a strategic standpoint. Gives more room to dodge, but less cover. (The courtyard of Map01, for instance.) Also a nice change from the close-quarters feeling of building interiors.
These may just be silly preferences of mine, I don't know.
These may just be silly preferences of mine, I don't know.
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs
- Cage
- Posts: 75
- Joined: Sat Dec 24, 2011 11:04
Re: MAP06: Digi-Ota (Remastered)
Oh, and I think HRISE will work for some of the hk buildings too - some general skyscrapers, with a bit less of the HK flair.
Uploading road variants to dropbox.
Uploading road variants to dropbox.
- Xaser
- Developer
- Posts: 112
- Joined: Sat Jul 16, 2005 2:51
- Enjay
- Developer
- Posts: 4723
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: MAP06: Digi-Ota (Remastered)
Very nice. Very nice indeed.