This was going to be a map in KTA IV, but it required more polygons than allowed, so I'm making it with more. Right now it has 313 polygons.
Here are two screenshots:
[attachment=5579:Chainsof...ams_0000.png]
[attachment=5580:Chainsof...ams_0001.png]
It should be finished by the end of the month.
Chains of Dreams (solo map)
- Not Invented Here
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Not too shabby. I realize you're probably just starting with this map, but if I might comment:
You might want to break up some of those big spaces. A little more detail would make it easier on the eyes. I'm especially referring to the first screenshot. Even if you just made some upscaled polygons around those table-looking things with the lamp texture on top to do some differential shading on the ceiling, it would help a lot. The walls on the right with the windows in them could be split, which would allow you to align the textures there as well as make it look better in general. Maybe a vertical band of another texture in between the windows, or several bands. I'd put split polygons along those sides on the left where the windows are, as well, so it isn't all just one texture from bottom to top.
The differential shading in the second screenshot is a good thing, except I can't understand why the bottom parts of those walls are lit when the rest are dark. They seem to be split polygons, but were you using a different texture there originally? The scene doesn't make sense unless those parts were lighting panels. If the light is as bright as it is from those light banks on either side of the middle passage, there would be reflection off of the ceiling as well. I'd either dim it down a lot or work out the angles and make light spill off the ceiling as well, not to mention onto the side behind the point of view from where the player is in that screenshot. Really the light should spill out at an angle from that wall, and not just act like a big laser shooting perpendicular from it. It has promise, but you'll be doing a lot of work in that room if you want it to look good.
Anyway, it's a great start. I like it. Post lots of updates as you go!
You might want to break up some of those big spaces. A little more detail would make it easier on the eyes. I'm especially referring to the first screenshot. Even if you just made some upscaled polygons around those table-looking things with the lamp texture on top to do some differential shading on the ceiling, it would help a lot. The walls on the right with the windows in them could be split, which would allow you to align the textures there as well as make it look better in general. Maybe a vertical band of another texture in between the windows, or several bands. I'd put split polygons along those sides on the left where the windows are, as well, so it isn't all just one texture from bottom to top.
The differential shading in the second screenshot is a good thing, except I can't understand why the bottom parts of those walls are lit when the rest are dark. They seem to be split polygons, but were you using a different texture there originally? The scene doesn't make sense unless those parts were lighting panels. If the light is as bright as it is from those light banks on either side of the middle passage, there would be reflection off of the ceiling as well. I'd either dim it down a lot or work out the angles and make light spill off the ceiling as well, not to mention onto the side behind the point of view from where the player is in that screenshot. Really the light should spill out at an angle from that wall, and not just act like a big laser shooting perpendicular from it. It has promise, but you'll be doing a lot of work in that room if you want it to look good.
Anyway, it's a great start. I like it. Post lots of updates as you go!
Last edited by Not Invented Here on Mar 20th '12, 23:17, edited 1 time in total.
- Wrkncacnter
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What? I don't see any differential shading at all. I do see an attempt at "real" lighting, but that almost always looks bad in marathon.Not Invented Here wrote:The differential shading in the second screenshot is a good thing
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Yeah, it's that blocky gradient on the wall to the left. Really emphasizes that 90° bend in the wall. If you squint your eyes, it actually looks smooth.W wrote:What? I don't see any differential shading at all. I do see an attempt at "real" lighting, but that almost always looks bad in marathon.
Actually, Destiny, if you just tell everyone to squint their eyes while they play this, you might not have to do so much work after all.
I didn't really expect anyone to comment...
This is actually the first time, other than doing a little bit in my map for KTA IV, for working with differential shading. If you were to play Dave demo and see the lighting I did then, this would be a major improvement.
For those wanting more updates, there won't be a lot, since theres only texturing, item/monster placement, sound, liquids, platforms (those "tables" are going to be platforms), testing, fixing, and uploadings. Wait, thats a lot. O.o
If I finish the next room today, I'll post a screenshot of it.
This is actually the first time, other than doing a little bit in my map for KTA IV, for working with differential shading. If you were to play Dave demo and see the lighting I did then, this would be a major improvement.
For those wanting more updates, there won't be a lot, since theres only texturing, item/monster placement, sound, liquids, platforms (those "tables" are going to be platforms), testing, fixing, and uploadings. Wait, thats a lot. O.o
If I finish the next room today, I'll post a screenshot of it.
I finished the next room. Here are two more screenshots.
[attachment=5583:Chainsof...ams_0000.png]
[attachment=5582:Chainsof...ams_0001.png]
I just have one more room, the arena, and some finishing touches left for texturing.
[attachment=5583:Chainsof...ams_0000.png]
[attachment=5582:Chainsof...ams_0001.png]
I just have one more room, the arena, and some finishing touches left for texturing.
- Attachments
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- ChainsofDreams_0000.png (850.66 KiB) Viewed 9597 times
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- ChainsofDreams_0001.png (813.03 KiB) Viewed 9596 times
Last edited by Destiny on Mar 21st '12, 19:30, edited 1 time in total.
Looks great! Way better than my map; I can't wait to play it.
http://electricsheep.org/ Wicked Custom Screen Saver. It actually evolves over time, thanks to some internet-y crap.
[attachment=5586:Chainsof...ams_0000.png][attachment=5587:Chainsof...ams_0001.png]
Last two. Most of the texturing is now finished along with all the liquids.
Last two. Most of the texturing is now finished along with all the liquids.
- Attachments
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- ChainsofDreams_0001.png (652.26 KiB) Viewed 9596 times
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- ChainsofDreams_0000.png (979.75 KiB) Viewed 9596 times
If you guys were hoping to play this REALLY soon, I've got some bad news for you. Due to some unforseen circumstances, the map won't be finished until sometime next month (April).
If you have questions why, I probabley won't see those until next week or so.
If you have questions why, I probabley won't see those until next week or so.
Destiny's grounded for not using differential shading.
I didn't see a need to go after you for not using shading since W'rkncacnter had already pointed it out, but holy crap dude, differential shading.
I want to take a time machine to the time you released your first map, and ground you too! ;-)RyokoTK wrote:Destiny's grounded for not using differential shading.
I've never said I wasn't hypocritical, you know.goran wrote:I want to take a time machine to the time you released your first map, and ground you too! ;-)
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- Mjolnir Mark IV
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There should be a mini-scenario for all these solo maps coming out because they're too big for KTA (there's at least two or three by my count)
Last edited by VikingBoyBilly on Apr 3rd '12, 23:40, edited 1 time in total.
Delays, delays, delays. My user on the computer I use at home is having problems with Internet Explorer. For some reason I can't access certain sites, but I can access these sites with fire fox.
I'll hopefully finish this map sometime in my lifetime.
@VBB
Yeah, I have an idea somewhat like the one your talking about. It would include maps of any type, and the map would have to be more than 200 polygons.
I'll hopefully finish this map sometime in my lifetime.
@VBB
Yeah, I have an idea somewhat like the one your talking about. It would include maps of any type, and the map would have to be more than 200 polygons.
Your problem is using internet explorer in the first place.Destiny wrote:My user on the computer I use at home is having problems with Internet Explorer.
Also, some of your geometry looks really awkward, especially in the first screenshot and part of the fourth. Some of what you've done looks decent, although the lighting is kind of abysmal. I'll wait until the map is actually posted to say anything more.
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- Mjolnir Mark IV
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You should get the thing that replaced the thing that replaced firefox, which is Opera.
- caffienemachine
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Oooh. I do look forward to playing this. About how long will the map be?
It's only like 316 polygons. It's not very long and was meant to be a KTA IV map originally. I will, however, be uploading Dave's Epic Adventure onto Simplici7y the same day as Chains of Dreams, so there at least will be something else to also play.
The map is finally done. Go get it here: http://www.simplici7y.com/items/chains-of-dreams
Last edited by Destiny on Aug 29th '12, 19:22, edited 1 time in total.