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Design Process

General mapping discussions
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DagF
Posts: 276
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Location: Norway
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Re: Design Process

Postby DagF » Tue Jun 11, 2013 5:59 pm

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 :)
Image

FrankieV
Posts: 53
Joined: Fri May 31, 2013 3:08 pm

Re: Design Process

Postby FrankieV » Thu Jun 13, 2013 10:22 pm

SO where we at? :D

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Rayne
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Re: Design Process

Postby Rayne » Fri Jun 14, 2013 1:08 am

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.

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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: Design Process

Postby Delirium » Sat Jun 15, 2013 1:50 am

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 :)
Image

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DagF
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Re: Design Process

Postby DagF » Sat Jun 15, 2013 8:45 am

I'm looking forward to see what you are thinking of :)
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Rayne
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Re: Design Process

Postby Rayne » Sat Jun 15, 2013 10:55 am

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.

FrankieV
Posts: 53
Joined: Fri May 31, 2013 3:08 pm

Re: Design Process

Postby FrankieV » Sat Jun 15, 2013 6:33 pm

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.

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Rayne
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Re: Design Process

Postby Rayne » Wed Jun 19, 2013 8:00 pm

So, layout?

c-beams
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Joined: Sat Nov 10, 2012 3:42 pm

Re: Design Process

Postby c-beams » Wed Jun 19, 2013 8:55 pm

hello i agree to give you one of my layouts if you want

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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: Design Process

Postby ValkoVer » Wed Jun 19, 2013 11:45 pm

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VIRUS


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