OVERWORLD [Map in construction]

Started by Dukebot, 19 March 2014, 23:03:53

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Dukebot

Eduke32 map: OVERWORLD

A huge exterior map with some interior locations including some temples and "medieval" stuff. The map will use the classic textures of the game duke3d atomic and will take full advantadge of the eduke32 extended limits. The goal of the map will be explore the different zones to find the keys and finally fight against the end of episode boss (don't know wich one yet).

A bit of history: After alien fail invasion to the earth, they invented a time machine and invaded the earth in the past. The mission of Duke is travel to the past and defeat the alien lider.

Screenshoots
http://imageshack.com/a/img89/8320/enap.png
http://imageshack.com/a/img24/8197/92xo.png
http://imageshack.com/a/img849/26/gwa4.png
http://imageshack.com/a/img18/7294/twkc.png
http://imageshack.com/a/img837/1379/z4r1.png
http://imageshack.com/a/img829/3774/4qx7.png
http://imageshack.com/a/img33/9104/jrwl.png
http://imageshack.com/a/img835/1232/uia9.png
http://imageshack.com/a/img849/1694/3e1d.png
http://imageshack.com/a/img22/4513/gjc7.png

Feel free to give your opinion and suggest things that coud be nice to see in the map.

Puritan

Cool to see a new map in progress  ;)
Take a bit of advice: Do something about the surrounding wall. It's too monotonous. Some jagged edges and / or open unreachable areas will break up the impression of a blocky scenery.


And be sure not to fall for the good ol' oversize syndrome.
Bitter words mean little to me. Autumn winds will blow right through me
And someday in the mist of time, when they asked me if I knew you
I'd smile and say you were a friend of mine, and the sadness would be lifted from my eyes
Oh when I'm old and wise

Dukebot

Quote from: Puritan on  19 March 2014, 23:22:21
Cool to see a new map in progress  ;)
Take a bit of advice: Do something about the surrounding wall. It's too monotonous. Some jagged edges and / or open unreachable areas will break up the impression of a blocky scenery.


And be sure not to fall for the good ol' oversize syndrome.

Thanks for the advice, Puritan. I will keep this in mind.

Forge

trimwork
also helps break up the impression of monotonous texture
couple of your shots had it, but the majority of the first ones didn't

lots of flat walls and squares within squares

does look promising though
Take it down to the beach with a hammer and pound sand up your ass

Micky C

I hate to break it to you, but using atomic textures and the extended map limit is nothing to write home about ;)

The pictures seem to have a fairly unique style, however as Forge has said they're quite blocky, and I think they could use extra shading and shadows. Shadows outdoors will help make the area look less empty.
Wall whore.

methy

I don't mind too much the 'blocky' look, but as long as it has good shading and varations in height. I totally understand spending less time on detailing in order to concentrate on creating a huge adventurous map. I haven't seen a map like this in a long time, so it does look interesting if gameplay is good, too.
http://thisshitaintscary.blogspot.com/ - The only Blog solely dedicated to Horror video games

Dukebot

#6
Thanks for the support guys. Following your advice I destroyed that monotonous wall and created a big lava extension with a volcan as part of the landscape.

http://imageshack.com/a/img849/2936/v6eh.png

But a big problem appeared. When I created a sector for drop the sky down, as the edge of the map (sorry for my english I don't know if I am explining cleary), the volcan dependiing on the angle you look at it, dissapears or appears cut. Maybe a sceenshoot make thinks easier to understand:

http://imageshack.com/a/img838/9971/zpbj.png

This is really annoying because if i can't drop the sky down, the monotonous wall will be behind the volcan and this one is much bigger and ugly than the previous one :(.

methy

#7
If part of the top of the voclan 'diseappears' from some angles, it's because from that angle the sky is too low. You need to bring up the sky of that sector, too, the problem being that if you do that it will also bring up all the walls surrounding the sector. What you can do to avoid that is build small sectors around those walls which height will determine how much   of the wall you see. The advantage of doing that though is that you can then have differences of heights between 2 walls which will break the monotony, you can even use it to make rock texture look more organic.
http://thisshitaintscary.blogspot.com/ - The only Blog solely dedicated to Horror video games

Dukebot

Well, I examined the problem in more depth and I realized that is not because I lowered the sky. The problem appears when I create the sector that i want to lower. When I do this, just split the sector in two, before lowering the sky, the volcan gets bugged.

Puritan

#9
I suspect you're encountering the " Over sized area syndrome".


If you drawing a huge sector first and then trying to add smaller sectors ( islands) inside, you will find that the smaller sectors inside are clipping in and out of visibility.


NEVER BUILD A HUGE SECTOR AND THEN ADD SMALLER SECTORS INSIDE


Build you huge "scene" bit by bit.


Edit: I'm not sure about this but: In 2D mode when grabbing a wall and streching it out you will see that the line is turning blue at a point. Then you know your line (sector) will be too big  ;)
Bitter words mean little to me. Autumn winds will blow right through me
And someday in the mist of time, when they asked me if I knew you
I'd smile and say you were a friend of mine, and the sadness would be lifted from my eyes
Oh when I'm old and wise

methy

Quote from: Puritan on  21 March 2014, 15:16:30
I suspect you're encountering the " Over sized area syndrome".


If you drawing a huge sector first and then trying to add smaller sectors ( islands) inside, you will find that the smaller sectors inside are clipping in and out of visibility.


NEVER BUILD A HUGE SECTOR AND THEN ADD SMALLER SECTORS INSIDE


Build you huge "scene" bit by bit.


In order to make sectors within huge sectors without the clipping glitch, what I do is start making that smaller sector linked to the walls, and then get rid of the 'link' by joining each side of the link with J
http://thisshitaintscary.blogspot.com/ - The only Blog solely dedicated to Horror video games

Dukebot

#11
As Purinan said, when the line of a sector is too big it gets blue color. When this happens i just insert a new wall in the middle to split it and the line becomes red again. So right now i am trying to do the sector that i want to lower with a couple of small sectors, but the problem persists. Does this men that this is already bugged and I just can't fix it?

Maybe I shoud start a new thread of the map for discussing things like this? I've seen this thread is for show maps on progress but not for discussing mapping problems. I am sorry about that, I will create a new thread and ask my questions there.

EDIT: I started a new thread about my map. So next answer can be written there. If it's possible, the answers related to the map discuss can be moved there too? If it's not too much work ofcourse.

Forge

it sounds like what happens when you draw a free-standing child sector(not attached to anything) around an already existing free-standing child sector

there could be a few things wrong just going off your description alone. i'd have to look at the map to see how you're putting it together to determine what the real problem is.
Take it down to the beach with a hammer and pound sand up your ass

Dukebot

Thanks for the information. At last I coud fix the bug testing thing after thing. It was so strange because sometimes i draw the same sector and the bug appeared and sometimes no. I loaded my map and testet some different ways of doing the sectors until it worked.

Some more screenshoots:
http://imageshack.com/a/img809/4209/rzs0.png
http://imageshack.com/a/img28/7755/6vpu.png
http://imageshack.com/a/img22/2609/fh5a.png
http://imageshack.com/a/img849/5497/yl15.png
http://imageshack.com/a/img713/2163/6av8.png
http://imageshack.com/a/img62/2391/oe2n.png
http://imageshack.com/a/img706/3584/wjo1.png

The advice with the monotonous wall has been so nice because now the map look much better. If you have more advices, please tell me. I would like to do a good looking map.

Micky C

It's looking a lot better now. Feels like there's a lot less 90 degree walls than before which is great. I think a lack of shading and shadows is holding it back though; you'd be surprised how much extra depth and 'business' some simple shading and shadows can give a map. Try to imagine the sun on one side of the map, and everything casting a shadow to one side for example.

Btw, would you be interested in joining the Duke Hard CBP? http://forums.duke4.net/topic/7117-cbp-episode-duke-hard/
You just need to grab the template, and fill in the one floor of the small building. It doesn't need to be long or complex. Something short and simple will do; it's only meant to take a few hours of your time  :)
Wall whore.