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Custom Map Makers • Design Process - Page 5
Page 5 of 9

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

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

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