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Re: Design Process

Posted: Tue Jun 11, 2013 5:59 pm
by DagF
Ah, yeah i do agree. I'm trying a bit to much avoiding lines of sight.

Del has btw agreed to hel us with the layout :)

Re: Design Process

Posted: Thu Jun 13, 2013 10:22 pm
by FrankieV
SO where we at? :D

Re: Design Process

Posted: Fri Jun 14, 2013 1:08 am
by Rayne
FrankieV wrote:SO where we at? :D

Well, I'm at home, it's 3:13 AM, I'm having coffee, getting ready for work.
But i want that layout already too.

Re: Design Process

Posted: Sat Jun 15, 2013 1:50 am
by Delirium
Doing a few layout revisions, I've been thinking that a closer quarters map would be optimal for the game mode, not only this but I think a bit of elevation in there aswell (2-3 levels)

I say we make an attempt at producing the new uptown :)

Re: Design Process

Posted: Sat Jun 15, 2013 8:45 am
by DagF
I'm looking forward to see what you are thinking of :)

Re: Design Process

Posted: Sat Jun 15, 2013 10:55 am
by Rayne
Delirium wrote:Doing a few layout revisions, I've been thinking that a closer quarters map would be optimal for the game mode, not only this but I think a bit of elevation in there aswell (2-3 levels)

I say we make an attempt at producing the new uptown :)

hmmm if we go with tall buildings, we'll have to cut them in haves or thirds and put them together in radiant, I'm not sure how will that look like.
If we shadow bake and.or normal map, getting the 2 shadows or normal maps exactly the same can be tricky and even slightest difference is very noticeable.
I'm all for multiple levels but in terrain elevation kind of a way more than tall buildings and short buildings way.

Re: Design Process

Posted: Sat Jun 15, 2013 6:33 pm
by FrankieV
The nice thing about this technique is you can easily explore new ideas in a world where it's already possible to make an out outstandingly good looking map by supplemental detailing.

For example.

http://vimeo.com/43505304

You can do this already in the idtech3/4.2 engine including a perfectly matched opacity alpha map for the stained glass.

You don't have to shadow map the entire map but you could create a ray traced shadow say for a tree and if it does not match you can use PhotoShop to correct the balance.

Re: Design Process

Posted: Wed Jun 19, 2013 8:00 pm
by Rayne
So, layout?

Re: Design Process

Posted: Wed Jun 19, 2013 8:55 pm
by c-beams
hello i agree to give you one of my layouts if you want

Re: Design Process

Posted: Wed Jun 19, 2013 11:45 pm
by ValkoVer
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VIRUS