Map Battle 51 - Vastness

Your chance to get creative and take part in the various design challenges

Moderators: 904, Zecrah

Re: Map Battle 51 - Vastness

Postby shadowmancer471 on Mon Apr 16, 2012 9:13 pm

ScarT wrote:Screw it. I've already lost all my motivation to use Hammer.


Likewise
I started this 2 days ago, but I think I might just leave it here.
May turn this idea into something at some point

Image
I want to get off Mr.Bones Wild Ride
shadowmancer471
Regular
Regular
 
Joined: Sat Aug 06, 2011 2:08 am

Re: Map Battle 51 - Vastness

Postby MrBlackspoon on Mon Apr 16, 2012 9:28 pm

lol, thats the definition of randomness in a map. Looks interesting shadow.
User avatar
MrBlackspoon
Been Here A While
Been Here A While
 
Joined: Thu Mar 17, 2011 11:09 pm
Location: Netherlands

Re: Map Battle 51 - Vastness

Postby Epifire on Mon Apr 16, 2012 9:47 pm

Whoa. Reminds me of floating pieces of land seen in things like Minecraft/Fortresscraft. Interesting to say the least.
Image
User avatar
Epifire
Senior Member
Senior Member
 
Joined: Fri Mar 25, 2011 8:54 pm
Location: Minnesota, where you're froze 24/7

Re: Map Battle 51 - Vastness

Postby MáØ on Mon Apr 16, 2012 10:56 pm

Zendikar much?

Image
User avatar
MáØ
Pheropod
Pheropod
 
Joined: Fri May 22, 2009 5:14 pm
Location: BC, Canada

Re: Map Battle 51 - Vastness

Postby shadowmancer471 on Mon Apr 16, 2012 11:45 pm

Good man, you got it
I want to get off Mr.Bones Wild Ride
shadowmancer471
Regular
Regular
 
Joined: Sat Aug 06, 2011 2:08 am

Re: Map Battle 51 - Vastness

Postby MáØ on Tue Apr 17, 2012 12:14 am

shadowmancer471 wrote:Good man, you got it


If you were doing Zendikar for "vastness" you should have done Emeria, some of the HL2 sky's even fit the card art.
User avatar
MáØ
Pheropod
Pheropod
 
Joined: Fri May 22, 2009 5:14 pm
Location: BC, Canada

Re: Map Battle 51 - Vastness

Postby nub on Tue Apr 17, 2012 12:26 am

MáØ wrote:
shadowmancer471 wrote:Good man, you got it


If you were doing Zendikar for "vastness" you should have done Emeria


Image

I have to agree. The card art has a much more "vast" look to it. I'll be honest, I'm not seeing the theme too well in your map. I'm definitely a sucker for floating islands and stuff though. It's a really cool map that I find much to my liking. Just needs "more vastness" in it and I'll probably vote for it.
User avatar
nub
Veteran
Veteran
 
Joined: Tue Nov 15, 2005 1:11 am
Location: Charlotte, NC, US

Re: Map Battle 51 - Vastness

Postby Arcadium on Tue Apr 17, 2012 1:52 am

WIP, hmmm what to do?

Image
Image
Image
Arcadium
Member
Member
 
Joined: Sun May 30, 2010 3:11 am

Re: Map Battle 51 - Vastness

Postby Ark11 on Tue Apr 17, 2012 8:21 am

Image

No seriously, that is actually awesome. Keep up the good work! :smt023
"Drop kick me Jesus, through the goalposts of life." - Robert Bare
User avatar
Ark11
Senior Member
Senior Member
 
Joined: Mon May 24, 2010 10:02 pm
Location: Sydney, Australia

Re: Map Battle 51 - Vastness

Postby srredfire on Tue Apr 17, 2012 1:38 pm

Maybe add a dock, have some faint lights on inside?
User avatar
srredfire
Veteran
Veteran
 
Joined: Sat Jul 22, 2006 10:44 pm

Re: Map Battle 51 - Vastness

Postby nub on Wed Apr 18, 2012 7:29 am

srredfire wrote:Maybe add a dock, have some faint lights on inside?


Yes. A dock would be a great idea. Give it a small flight of stairs so it reaches from the surface of the water to the top of the rock with the house. I would try and make the docks entirely out of brushes, but the stock HL2 dock models should work pretty well too, but since the stairs would have to be brushes, they might clash with the dock models due to the textures being different. You should also add a bit more land to the area around the house so it's not right at the edge of the rock. It's kind of a silly to build a house and have barely any surface area around its perimeter.


Some other critiques/ideas:

Unless you can make it look more natural, get rid of the ragdoll in the boat. It's funny, but awkward looking in my opinion. It's got the t-posed look to it. You made it look a bit more natural since your first screen shot, but it's still a bit awkward looking. I say you should build a raft out of models and brushes (maybe use the blue barrel models as floatation devices), then get a prop_dynamic and set it to a citizen model, then set the idle animation to a "lying down" animation. I know there's one of an injured person lying on their side. It should look fine from a distance. Plus, with a raft, you could add some stuff like a bed on it, along with other random clutter.

Maybe add some obscure ledges to the cliffs in random spots? You could toss some cliff trees on them. It'd help keep the cliffs from looking uniform. Like adding "noise" to the cliff in a form other than displacing the surface. You could also try making a custom 2048x2048 res cliff texture so you wouldn't have to upscale the texture as much to keep it from repeating obviously. That way it wouldn't look repetitive while maintaining good detail. As it stands, the cliff texture looks good, though it never hurts to go for even better.

Add some more detail to the house. It kind of looks like a plain old block. Some wooden/stone edging at the base of the walls and at the corners would go a long way, just as long as it looks natural.

Lastly - and this is just an idea that may or may not make the scene appear more vast - you could try opening up one side of the canyon, then raise the height of the other. Have the environment light cast the cliff's shadow over the house to help emphasize the cliff's height more, thus make the seen look and feel more vast. The mini island with the house is a great way to show the cliff's scale, but I think making it a canyon doesn't work the best. It's just not deep enough I suppose. You could probably just keep the canyon formation, but make one side much taller than the other. You already have a good light_environment setting, and the fog does a great job of emphasizing the length of the canyon.


Holy shit, this post started out as me just agreeing with Srredfire about adding a dock. I guess I really like your scene.
User avatar
nub
Veteran
Veteran
 
Joined: Tue Nov 15, 2005 1:11 am
Location: Charlotte, NC, US

Re: Map Battle 51 - Vastness

Postby Deathbagel on Thu Apr 19, 2012 2:17 am

OMG a new map battle! About time too...

All entries are looking quite good so far. I think I may enter this myself as well...
User avatar
Deathbagel
Regular
Regular
 
Joined: Mon Mar 09, 2009 4:36 am
Location: Seattle, WA

Re: Map Battle 51 - Vastness

Postby Corewarp on Thu Apr 19, 2012 6:29 pm

Some WIPs.

Started using Terragen for the base of the first map for my mod and it's working out so far.

Image

Image

Image

I know the pictures are a bit dark. But hopefully they give a sense of scale.
User avatar
Corewarp
Been Here A While
Been Here A While
 
Joined: Thu Mar 13, 2008 6:29 pm

Re: Map Battle 51 - Vastness

Postby Hollow on Fri Apr 20, 2012 9:13 am

Dark is an understatement lol.
All i can literally see is blackness.
User avatar
Hollow
Ubisoft/Monothetic
 
Joined: Thu Aug 14, 2008 12:38 pm
Location: London, UK

Re: Map Battle 51 - Vastness

Postby Armageddon on Fri Apr 20, 2012 9:21 am

Hollow wrote:Dark is an understatement lol.
All i can literally see is blackness.

Literally? better adjust that monitor. Can't you tell it's just a dark room with a giant monitor displaying a sky?
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am
PreviousNext

Return to Design Section

Who is online

Users browsing this forum: No registered users

cron