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Betamap thread said:The Wall - Built to stop the advancing armies of Lor Malgoriand, it is now home to lots and lots of undead stuff.
Topic updated to reflect released status of the map.
Betamap thread said:The Wall - Built to stop the advancing armies of Lor Malgoriand, it is now home to lots and lots of undead stuff.
Travella said:Yes the textures is fine and not strange when i came up with a possible explanation of why its so good quality still.
The history could be like this.
For many years ago when the wall was built a great wizard who feared that Lor Malgoriand whould destroy everything in the "world", he decided to assist in the protection of the wall by making a protecting shield that would make the wall undestructuable by any way(or siege weapons only) and protected from the power of time.
But something went wrong and the great wizard bound his soul to this place witch made him resort for darkmagic to free himself, but in the making of trying to set himself free his mind was poisoned with evil.
Now the place is haunted by great evil that the wizard has spawned forth.
Your quest is to free the wizard from his prison, it is said that a great treasure is inside gathered from tousands of warriors that have tried to get rid of this evil.
I guess this is pretty good story but u can probably correct some of my spelling![]()
I'm currently just using paint.net and it's various filters and adjustment parameters to change the textures at as basic level as possible. It serves it's purpose but means I'm left with a map entirely composed of 1-5 textures. It's alright for brushwork at the moment and good for generating a general feel but I imagine it will need a lot of polish and detail later on. I'm currently relying quite heavily on the skybox to generate an actual feel of height/space.Thothie said:Yes, please use the lore story... Not that it would much affect the map either way. It's just stuffed with undead inside and out (especially on Lor Malgoriand's former territory side). The line is held there, but without a leader, the various meandering undead aren't that much of a threat, so the elves make no effort to clear the place out - but just snipe off the ones that wander out too far.
What are you using to edit textures anyways? I can go over with you how to gradiate between textures in Photoshop at least...
So far I've got a linear construction along the wall of sorts. Each section of the wall is currently detached from any "main" part of the map, and it's worked okay so far for keeping the wpoly down. I'm planning on having as much as possible of the map actually as parts of the wall or various fortress structure interiors with as little as possible on mountains or ground-level. This is all subject to change though. I'm not entirely sure how to keep track of the clips but so far everything is running fine. Only had a couple of problems due to rogue leaks and vertex errors (clip tool ftw)I wouldn't bother with the towers, not worth the leaves, clips, nor wpoly they would cause... It's either an oversized Wall of China type construction or a series of conjoined fortresses, so it wouldn't make much sense, architecturally, anyways. Presumably the thing's already tall enough for archers, and look out towers wouldn't be much use with the winding canyons and mountains nearby - if anything, they might have signal towers dotting cliffs further away.
The current structure is that transition from the swamps will lead into a mountain cave system (not mapped) which then leads directly on to the wall. There would be space to have maybe a checkpoint before the main of the wall but from a mapping point of view it makes more sense to worry about connectivity and flow on the wall then getting the players onto it. Once the player is on the wall it's essentially a gauntlet across and through into a linear map. I will send you the WIP when I've got half of it done.Looks good so far... When ye get about half-way done, send me a WIP and I'll start on scripts for it. (Hopefully I'll have Rickler's scripts done by then.) It'd be nice to have some elves guarding the south side entrance parameters that'd warn the players of the danger (the north side, presumably, completely overrun by remnants of Lor Malgoriand's armies, and there not being enough elves, or elven political motivation, to dedicate warriors to protecting the now overrun inside.) It'd also be nice to maybe have some renegade Torkalath elves held-up inside. I will use Little-G's damned Warcraft models for them, if we don't have any new elves in by then.
What are hint brushes!?Skillasaur said:I'll play around with some hint brushes tomorrow.
(See also: Pyramid Hint Brushes - just as much a pain to use, but I've had a *little* more luck with them.)The Novel of TL;DR said: