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New Map: Caustic Realm
Posted: 31 Jul 2005, 22:51
by hrmph
It is a weird one!

Large map, decent amount of metal. This was made after I saw eraserhead, a movie by David Lynch. It was really bizarre! Download:
http://fileuniverse.com/?page=showitem&ID=1242

Posted: 31 Jul 2005, 22:53
by colorblind
That movie had quite an impact on you. Trees growing on metal ... you silly boy.
It looks good and strangely interesting at the same time. Good job.
...
Posted: 31 Jul 2005, 23:04
by hrmph
Thanks! Thats what I was going for, a strange virtual-reality-like landscape.
Posted: 31 Jul 2005, 23:28
by Min3mat
funkie!
that movies sounds pretty fucked up btw

Posted: 01 Aug 2005, 02:35
by AF
I dont know about the trees but without the trees It gives me the impression fo ti beign atmospheric
Maybe if you put distorted jagged metalic spires and tall things where the trees are to keep them in tone. Or you could put graves there........
.
Posted: 01 Aug 2005, 02:42
by hrmph
Heh, The trees are actually a product of a bug in the most recent mapconv (green = trees). But when they popped up out of nowhere I liked the way they looked, so they stay.
Posted: 01 Aug 2005, 07:17
by mufdvr222
That looks surreal
Shame the new mapconv still uses green on the terrain texture map for trees, I took it for granted this would have been fixed.

yet a heap of other functionality was added to mapconv, gotta say I am at a loss to figure out why featuring the maps was not addressed.

Posted: 01 Aug 2005, 12:48
by zwzsg
We definitively need at least a switch to not have tree and grass auto-placed. Shouldn't take that long, no?
Then, I wish for a program that let me place the feature I want where I want.
About the map, I like the blueish greenish look, but:
- Why do you have to base the texture on OTA metal? Couldn't you take a texture that feel the same, but isn't based on it?
- The edge between the flank and the flat hilltop is too sharp. I wish rounder hills. But then we have trouble to find flat hand to build. Still try to think of a way not to have such edgy blocks.
- The tree really don't look like they belong there. You'd need some gnarled diseased full of root alien trees for that kind of map. Not those bright green perfecly normal and healty trees. We really a way to manually place all kind of features including 3rd party asap.
Posted: 01 Aug 2005, 13:39
by Maelstrom
what would also look really good on that map would be some mist floating around in the lower reigons. That would really add to the effect. It would also really slow down the FPS, but...
WE NEED FOG!!! *sulks*
Posted: 01 Aug 2005, 15:02
by aGorm
Fog in the valleys would look so good. But as siad would slow down teh game like hell, and you would not be able to turn it off unless everyone turned it off, seeing as it would give a tactical advantaghe to those without it... Such a shame...
From that mini map, it looks like you placeed a whole lot of shapes and then did a radial spin blur on the height map? Am i right? If not how the hell did you get that swirly effect?
aGorm
..
Posted: 01 Aug 2005, 19:33
by hrmph
Hey , aGorm your photoshop eyeball is on point :) Ever since photoshop 3 I've enjoyed spotting a photoshop product from afar. The blur gave the simple shapes a nice 3D shape, just like I thought it would. Anyways, in the future when features are implemented I'll be changing the trees to something else. I think Atlantai's metal spires idea would look sweet.