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 Rank: Adventurer Groups: Lore Writer
, Map Developer, Overseer
Joined: 7/21/2008 Posts: 306 Location: the Tulgey Wood
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 Rank: Squire Groups: Player
Joined: 12/29/2008 Posts: 47 Location: Terra
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Sticky and keep them coming.
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Rank: Squire Groups: Player
Joined: 8/6/2008 Posts: 80
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Loving the colors of the top city/castle. Dark looks good in the first pic, but 2nd is a touch noisy. It may become a necessity to CircleTrans just to walk around, which would kind of put-to-waste the architecture/color themes.
Slum pic is pretty legit but there's some small stuff thats kinda odd. That snow doesnt work well on the slum rooftops, since it stops immediatley at the edge of the rooftop. Kinda looks awkward on the far right building's roof too at the angle. Maybe rehue some mud-chunks to speckle the base of the roof where the snow would have fallen after turning to slush? Also, can you use static'd dice? Dont remember if you can after the map goes static. You could easily remove a few roof tiles as well, and have the appearance they have fallen in. Can do a rehued single coin item on a lil' xmlspawner to appear like dripping water as well, with a little puddle.
Looks great overall though, the differences in elevation alone really help the new map look more alive than the current.
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 Rank: Knight Groups: Player
Joined: 12/1/2008 Posts: 513
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Love it. The new map will blow the current one right out of the water. As for Gruumsh's point about it being too busy, I'd actually like to say I prefer non-static deco. Now, NPC shops, government buildings, all of that is pretty much expected.
But when I had the church, there was very little could be done to it because the decorations were static. Now it may make things look a little empty on the map, but I promise dynamic decorations will make people so much happier in places PCs will be in control of.
Other than that, love it. Now show me my clan hall >.>
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 Rank: Soldier Groups: Map Developer
, Player
Joined: 5/24/2009 Posts: 134 Location: Monkeyland
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Tell me more, tell me more!http://www.youtube.com/watch?v=blcvkFqeKac.sanityON I really like the pictures about and actually have no problem if buildings are filled with details so "mechanical movement" isn't smooth. Sure it might be annoying at start when you fell down the stairs few times but I'm sure everyone will get a grip sooner or later. After all, people can get "lost" in puzzling buildings, don't they?
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 Rank: Adventurer Groups: Lore Writer
, Map Developer, Overseer
Joined: 7/21/2008 Posts: 306 Location: the Tulgey Wood
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More goodies. Some frostbitten urban areas...    And some housing.  ...and the same scene, seen with a more penetrating eye.
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 Rank: Adventurer Groups: Map Developer
, Player
Joined: 12/15/2008 Posts: 448 Location: Atlanta
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Of course, to build this new city some materials had to be taken from near by. This is what's left of the Old Vhalurian Hospital.  And some buildings have just seen better days. Far better days. What's left of the Knight's Rest inn.
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 Rank: Adventurer Groups: Map Developer
, Player
Joined: 12/10/2008 Posts: 255 Location: Curitiba,Brasil.
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if you ain't got no money you will be probably sleeping in here  but worry not the filthy in the streets shall keep you in good company
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 Rank: Squire Groups: Map Developer
, Player
Joined: 7/10/2008 Posts: 63
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 A tranquil place where to hide from a long tiring day.
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 Rank: Adventurer Groups: Lore Writer
, Map Developer, Overseer
Joined: 7/21/2008 Posts: 306 Location: the Tulgey Wood
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 Buildings and axes. And banners.
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 Rank: Knight Groups: Player
Joined: 12/1/2008 Posts: 513
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Well, I've only made a few little things, but I think we need more updates on the map! Here, some random pictures I've thrown together the first is in a forest somewhere and the second is actually in green acres. Don't look for those houses in game, as they were just exercises (But I am gonna try to work them in without Klaus knowing huah huah). A forest POI, going to work on it but the grass is what is awesome.  And two Khemetar houses, because Khemet is awesome: This is actually an apartment. 3 houses on bottom 3 on top and a static public roof.  And this one, a little bigger, that's 1 house per floor.
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 Rank: Soldier Groups: Player
Joined: 7/2/2009 Posts: 204 Location: GA
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Wow...just...wow! Amazing job!
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 Rank: Peasant Groups: Player
Joined: 7/26/2009 Posts: 29 Location: USA
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I love it all. It's going to be amazing!
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Rank: Squire Groups: Player
Joined: 8/2/2009 Posts: 71 Location: Lithuania
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Beautiful !
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 Rank: Peasant Groups: Player
Joined: 2/28/2009 Posts: 18 Location: Waco,TX
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It looks great, but 1 question....Why is there a baby in the middle of the knight's rest inn debris?
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 Rank: Adventurer Groups: Map Developer
, Player
Joined: 12/15/2008 Posts: 448 Location: Atlanta
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Let me preface this by saying that it is a SAMPLE. This isn't built to scale, or given a great wealth of detail. The purpose of this is to ask you all a question.  Can you tell what that is supposed to be? Those who I've already asked, you're not allowed to answer. :P I'm mostly wanting to find out if you guys can tell what it is supposed to be, and if you can't, then I have to figure out how to make it look more like what it's supposed to be.
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 Rank: Adventurer Groups: Lore Writer
, Map Developer, Overseer
Joined: 7/21/2008 Posts: 306 Location: the Tulgey Wood
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Addendum: We reserve the right to change things you see in this thread. Take it as previews of work in general, not necessarily the final shape.
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 Rank: Adventurer Groups: Map Developer
, Player
Joined: 12/15/2008 Posts: 448 Location: Atlanta
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Bumping this. Since Eufron released some other screenshots, I wanted to bring this thread back to the top so that those who may not have seen these can be aware of them.
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 Rank: Adventurer Groups: Map Developer
, Player
Joined: 12/15/2008 Posts: 448 Location: Atlanta
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67 years later, the world might look very different in certain places. 
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 Rank: Knight Groups: Player
Joined: 5/10/2009 Posts: 686
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