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[WIP] Hydora
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Tazzy
Vehicle Drone


Joined: 27 Oct 2004
Location: England

PostPosted: Sun Oct 19, 2008 8:46 pm    Post subject:  [WIP] Hydora
Subject description: (2)
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It's been a long time since I opened Finalsun and made a map. But im giving it a shot once again. Im sorry if i dont have any "WOW effects or WOW terrian" Since i have only just gotten back into the swing of things im still "Rusty" but here we go. Been working on this for about a week.

----------------------
(2) Hydora,
Created by: Tazzy

Hydora once a beautiful place. Untill a Tiberian meteor hit the ground causing devestating Red ION stroms and turing the place to a pernament dark blue sky. But not all is at a lose the Meteor has sparked the growth of green Tiberian.
----------------------

Please note this is Work in progress and may change on final release.
Please leave your feedback from the Screen shots im providing.
Thanks

Edit Today at: 9:30am Monday 20th

1. Added More Screen shots. (New Post)
2. Changed some terrian.
3. Removed some tress.
4. Added some tress.
5. Changed Gobal Lighting.
6. Changed ION Strom lighting.



hydora 3.JPG
 Description:
Hydora Terrian (Old)
 Filesize:  291.84 KB
 Viewed:  5622 Time(s)

hydora 3.JPG



hydora 2.JPG
 Description:
Hydora Terrian (Old)
 Filesize:  299.85 KB
 Viewed:  5622 Time(s)

hydora 2.JPG



hydora 1.JPG
 Description:
Please avoid the Lighting, was testing. (Old)
 Filesize:  320.69 KB
 Viewed:  5622 Time(s)

hydora 1.JPG



Last edited by Tazzy on Mon Oct 20, 2008 8:50 am; edited 3 times in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Oct 19, 2008 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have an excellent mapping style. I Also like the fact that someone else is familar with Copying and Pasting together TS Terrain to get custom terrain in FinalSun.

Just three things:

1 - You'll need to get some nice Green lighting on the Tiberium and Mold patches to give off a nice effect, which I'm sure you where planning on doing anyway.
2 - Trees are placed in unusual spots and In unusual ways. There are repetitive trees, try to use only one tree of its type per screen area. Also there are trees placed on concrete, which looks unusual.
3 - Based on comments and debates Tiberium should not be placed on the grass (This really doesn't matter but some people insist on moaning about it).



Do You plan on changing the global lighting?
Good Luck and Keep up the good work.

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Tazzy
Vehicle Drone


Joined: 27 Oct 2004
Location: England

PostPosted: Mon Oct 20, 2008 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
You have an excellent mapping style. I Also like the fact that someone else is familar with Copying and Pasting together TS Terrain to get custom terrain in FinalSun.

Just three things:

1 - You'll need to get some nice Green lighting on the Tiberium and Mold patches to give off a nice effect, which I'm sure you where planning on doing anyway.
2 - Trees are placed in unusual spots and In unusual ways. There are repetitive trees, try to use only one tree of its type per screen area. Also there are trees placed on concrete, which looks unusual.
3 - Based on comments and debates Tiberium should not be placed on the grass (This really doesn't matter but some people insist on moaning about it).

Do You plan on changing the global lighting?
Good Luck and Keep up the good work.


Thank you for your feedback + Comment, Very much welcomed.
I have taken your advice and removed some trees, Added a few tress and removed the grass from under the tiberian. And have slighty changed the stroy of the map.

I have been working overnight to edit and update this map (Could not sleep Sad )

1. Added More Screen shots.
2. Changed some terrian.
3. Removed some tress.
4. Added some tress.
5. Changed Gobal Lighting.
6. Changed ION Strom lighting.



hydora 8 (new).JPG
 Description:
Hydora 8 (New, When an oncourring ION storm is active)
 Filesize:  315.96 KB
 Viewed:  5579 Time(s)

hydora 8 (new).JPG



hydora 7 (new).JPG
 Description:
Hydora 7 (New, Starting place for player 2, not yet finished)
 Filesize:  206.19 KB
 Viewed:  5579 Time(s)

hydora 7 (new).JPG



hydora 6 (new).JPG
 Description:
Hydora 6 (New)
 Filesize:  227.37 KB
 Viewed:  5579 Time(s)

hydora 6 (new).JPG



hydora 5 (new).JPG
 Description:
Hydora 5 (New)
 Filesize:  266.94 KB
 Viewed:  5579 Time(s)

hydora 5 (new).JPG



hydora 4 (new).JPG
 Description:
Hydora 4 (New)
 Filesize:  198.61 KB
 Viewed:  5579 Time(s)

hydora 4 (new).JPG



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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Mon Oct 20, 2008 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

The lighting looks great for most of it but the ion storm looks more like a strawberry storm.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Oct 20, 2008 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reduce the lightness! It's killing me (and I ain't even watching it at darkness) #Tongue
Also, as said, make the Ion Storm colour more like the Ion Storms on WW maps; more brown, or dark blue if you want it RA2 style Wink

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Tazzy
Vehicle Drone


Joined: 27 Oct 2004
Location: England

PostPosted: Tue Oct 21, 2008 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

hehe thanks for comments.
Untill i can get a fully working ION Strom and get a decent colour going for it, I have removed the storm for now. How ever the terrian is coming on nicely should have a few screen shots soon. And the map itself should be done in about a weeks time.

_________________
"Behind every great man is a great cook"

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Oct 21, 2008 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, looks good but a little too Westwoody. Definately needs more trees, rocks and vehicle crashes.

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Tue Oct 21, 2008 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm time for my comments so far.

As for a first map in awhile it looks pretty good really. Your first few pics looks quite good with details and general map concept.

-However, I think in some of the pics the cliffs could be a little less straight and blocky.
-When using roads I believe it's best to connect them rather than leave them like in your Hydora 8 picture of your last post.
-Also don't place pavement around areas for no reason. If you have pavement placed then make a purpose for it.
-Same goes for the railway tracks. I can't be 100% sure what your railway track is doing of if it's actually a WIP for later though. If it isn't going to be a full railway that is looped or runs off the map then I suggest finding a way to make a good lucking end to the railway. Such a way would be like adding a rock to it or a non-destroyable building like the small crashes.
-Lighting: As a general concept you seem to be getting it. However, I find that your level lighting is much too high. Thus you get the bright upper area and the really dark low areas. This also causes the blocky lighting on cliffs. So reduce the level value a lot. The ion lighting is ok but like pointed out it should be more of a storm color rather than a pinkish color. A nice bluish lighting or a darker yellow/orange lighting fits it well I usually find. As for your invis lighting I can't really tell too much yet but it seems you have a fair control over the bit you have used to the exception of one of your earlier pictures but I believe you have updated that and made it better.

Well I typed a lot more than I first thought I was going to...so i'm going to stop there. Again it seems to be quite good for a first map in a long while. Also if you need any help and/or have questions about triggers just ask and i'm sure someone will be able to answer.
oh and it's good to see someone who joined a long time ago and then disappeared come back. Smile

_________________
Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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Tazzy
Vehicle Drone


Joined: 27 Oct 2004
Location: England

PostPosted: Wed Oct 22, 2008 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Ixith wrote:
hmm time for my comments so far.

As for a first map in awhile it looks pretty good really. Your first few pics looks quite good with details and general map concept.

-However, I think in some of the pics the cliffs could be a little less straight and blocky.
-When using roads I believe it's best to connect them rather than leave them like in your Hydora 8 picture of your last post.
-Also don't place pavement around areas for no reason. If you have pavement placed then make a purpose for it.
-Same goes for the railway tracks. I can't be 100% sure what your railway track is doing of if it's actually a WIP for later though. If it isn't going to be a full railway that is looped or runs off the map then I suggest finding a way to make a good lucking end to the railway. Such a way would be like adding a rock to it or a non-destroyable building like the small crashes.
-Lighting: As a general concept you seem to be getting it. However, I find that your level lighting is much too high. Thus you get the bright upper area and the really dark low areas. This also causes the blocky lighting on cliffs. So reduce the level value a lot. The ion lighting is ok but like pointed out it should be more of a storm color rather than a pinkish color. A nice bluish lighting or a darker yellow/orange lighting fits it well I usually find. As for your invis lighting I can't really tell too much yet but it seems you have a fair control over the bit you have used to the exception of one of your earlier pictures but I believe you have updated that and made it better.

Well I typed a lot more than I first thought I was going to...so i'm going to stop there. Again it seems to be quite good for a first map in a long while. Also if you need any help and/or have questions about triggers just ask and i'm sure someone will be able to answer.
oh and it's good to see someone who joined a long time ago and then disappeared come back. Smile


Thank you very much Ixith for your comments very much welcomed need all the feedback i can get to kick start me into action:) I'll go through your points one by one.

1. How would/Could I make cliffs less blocky? I guessing I could do this by making more bends and strange cliff angels? (Also im not 100% sure how to change cliffs once you've used the "Auto level Ground"

2. Noted i'll try make all roads/track connect in the next map i choose to make. Maybe to make it seem more realistic I can make it look like the road was completely destroyed (somehow)

3. Again noted, wont use useless terrian Laughing unless needed.

4. Read number 2 Laughing

5. This is the one thing im having problems with, is the lighting. Its eather the ambient, or level thats to high or too low. What is the best settings for a dark gloomy map?


Though i have new more screen shots, Which are the last two im taken as the map should be ready sometime today or tonight.



hydora 10 (New).JPG
 Description:
Hydora 10 (Newest)
 Filesize:  259.04 KB
 Viewed:  5473 Time(s)

hydora 10 (New).JPG



hydora 9 (New).JPG
 Description:
Hydora 9 (Newest)
 Filesize:  269.95 KB
 Viewed:  5473 Time(s)

hydora 9 (New).JPG



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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Oct 22, 2008 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I really like that Overall lighting. You need to change the ambient level of it however so you don't get those dark blocky bits on different height settings etc. Try to refrain from using any of the Auto tools like the Auto Cliffs and Autoshores as they don't always have good results, the best thing to do is to place cliffs manually so you can get some good results.

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Wed Oct 22, 2008 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

here is my knowledge of the overall lighting settings:

Ambient: Overall shade to the map. A higher ambiance means a brighter map. Ambiance also effects the light shade on buildings. If you want your buildings to look darker then use a low ambient value if you want them brighter then use a higher one.

Level: Is the change to ambient lighting depending on height value in which I believe the normal lighting starts at what you chose for your ground height to start at, not 100% sure of this though...it might just take the highest point in map and make that the normal and everything below gets darker.
This is also what causes such a drastic change in difference between the lighting on top of cliffs and at the bottom of cliffs and thus you get a blocky lighting look at the edge of cliffs if this is too high. It does that because cliffs are made up of 4 tiles in which two of them are 4 height higher than the bottom two.

Red: Well of course it controls the red shade effect.
Blue: Controls blue shade.
Green: controls green shade.

Ground Lighting: Same/similar as Ambient lighting however, if combined I believe you can make good use of it but it requires some testing around with. Also it can only be found in the map file when opened in wordpad and is not seen in finalsun.

Ion lighting: everything is the same for Ion lighting...just keep in mind that during an ion storm all invisible light posts no matter what color just give off a basic light during ion storms.


and yes to create less straight/blocky cliffs just add more bends to them. I personally think it looks better.
anyways keep up the good mapping. Razz

_________________
Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium!

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Tazzy
Vehicle Drone


Joined: 27 Oct 2004
Location: England

PostPosted: Wed Oct 22, 2008 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for taking your own time to explain and type down your comments Smile I have taken notes and done my best to implant them so far into this map.
I have finished this map as of now and am releaseing it for more beta testing.

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