Map Battle 11: Ruined

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Postby JakeParlay on Fri May 05, 2006 4:54 pm

looks real nice yeehaa, but are all your water reflections turned on in your video settings?
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Postby YeeHaa on Fri May 05, 2006 5:33 pm

Thank you , Yes Water detail = Reflect all
Sure doesn't look like it though , i removed the pictures for now. going to compile one more time. But the sky reflects on the water so i'll see what i can do

Grtz;YeeHaa
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Postby marnamai on Fri May 05, 2006 5:47 pm

YeeHaa wrote:Thank you , Yes Water detail = Reflect all
Sure doesn't look like it though , i removed the pictures for now. going to compile one more time. But the sky reflects on the water so i'll see what i can do

Grtz;YeeHaa


I advise you to try other water textures, it would improve the map a lot ...
Also try to play around with a water_lod_control to control the cheap/expensive water mixing, it would improve the map alot since you re now using a cheap water texture
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Postby YeeHaa on Fri May 05, 2006 5:56 pm

I already tried about 5 or more water textures. (aztec , pretty , wasteland ,...)
This isn't a cheap water texture , liquids/militiawater , not the dx70 version.
I already got a water_lod_control , but maybe it is the scale that makes it seem so 'cheap'
I'm looking into the reflection though , update will folow soon ..
Also i got one more idea for a water texture , but don't know if it'll work out.

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Postby Simon on Fri May 05, 2006 7:45 pm

2 more days to go 'till battle end... Blink's not in?
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Postby marnamai on Fri May 05, 2006 8:07 pm

Or he has a supprise ...
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Postby YeeHaa on Fri May 05, 2006 9:58 pm

Updated screenshots.
Reflective water with fog and fluid transfer so its not that repetitive.

Image
Image
Image

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Postby Simon on Sat May 06, 2006 12:54 pm

My entry

Image
Click for full view

Thanks to JakeParlay again for the skybox!
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Postby Ripper_hugme on Sat May 06, 2006 12:57 pm

sweet... simon.

Im cancelling my entry because an oil rig was too hard to do with the materials and time I had. sry chaps. (not that mine was that great anyway)
Barely working on (I'm still very busy with real life):
cp_yettobenamed (Updated... Sort of)
dm_agoge (Beta 2 out now)
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Postby Fearian on Sat May 06, 2006 1:12 pm

Im loving yeehahs entry - Great choice of skybox matches the mood of the place really well I think.
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Postby Simon on Sat May 06, 2006 1:34 pm

YeeHaa wrote:Updated screenshots.
Reflective water with fog and fluid transfer so its not that repetitive

http://home.arcor.de/woohoo21/Fragment_264.jpg
http://home.arcor.de/woohoo21/Fragment_265.jpg
http://home.arcor.de/woohoo21/Fragment_266.jpg

Grzt;YeeHaa

When you have a building of multiple floors, you shouldn't use the texture with the dirt on it three times, doesn't make sense. And the towers are way too big, looks kinda fake too. I'm not fond of the style in general either, the colour pattern is very weird and the (church?) windows are out of place, just as the dust doors. Another point (sorry!) is the placement of the main door, it doesn't make sense to place the main door just in front of water (I've never seen a castle like that). I think I also see some vegetation growing up from the second floor, I'm not sure, but I don't think plants grow like that. I have to admit I like the way you used displacements to give it a destroyed look, and the textures indeed match the light.

Sorry for being a bit harsh, this is just my opinion!
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Postby marnamai on Sat May 06, 2006 1:36 pm

looking good YeeHaa, what did you do with the water (lower scale?)

only one thing is disturbing me ... you have one mistake

your skybox sun position isnt matching your light_environment....

skybox sun is on the right (yellow/red air) and your light environment is on the left (because its casting shadows to the right, towards the skybox "sun") also look at the advise Simon posted, he has some good points

@ Simon, looks sexy ... if only you 'll made a angled (een dak in een helling/schuin) room instead of a flat roof
Last edited by marnamai on Sat May 06, 2006 2:17 pm, edited 1 time in total.
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Postby YeeHaa on Sat May 06, 2006 2:09 pm

Simon wrote:
YeeHaa wrote:Updated screenshots.
Reflective water with fog and fluid transfer so its not that repetitive

http://home.arcor.de/woohoo21/Fragment_264.jpg
http://home.arcor.de/woohoo21/Fragment_265.jpg
http://home.arcor.de/woohoo21/Fragment_266.jpg

Grzt;YeeHaa

When you have a building of multiple floors, you shouldn't use the texture with the dirt on it three times, doesn't make sense. And the towers are way too big, looks kinda fake too. I'm not fond of the style in general either, the colour pattern is very weird and the (church?) windows are out of place, just as the dust doors. Another point (sorry!) is the placement of the main door, it doesn't make sense to place the main door just in front of water (I've never seen a castle like that). I think I also see some vegetation growing up from the second floor, I'm not sure, but I don't think plants grow like that. I have to admit I like the way you used displacements to give it a destroyed look, and the textures indeed match the light.

Sorry for being a bit harsh, this is just my opinion!


Well this looks more like a attack in general imo.. Havn't got any comments on the textures yet.
Castle towers in real life are big btw :)
Also if i were to place the sun in the right position as i first did it would shine on the back which would give the front a bland look. And if i were to turn the building around i wouldn't have those great looking clouds in the picture.
Also this castle is MADE up .. I didn't use any real reference from any 'castle'
I think it all fits well , you got a point on the shadows / sun but i already explained that.
A castle wouldn't normally have a door in the tower (bit dumb) but thats why i say 'castle' always , it's more of a fortification.
And then , the dirt is only on the second floor as u see on the pictures.
If u were to give comments give them at the START and not as a final say on somebody's map when they have the 3 final screenshots ready, it is indeed Harsh in that way. Why didn't u think of this stuff earlier and come up with them right before the end?

Marnamai , Thnx :D .
I Used another water texture blended cheap with expensive and used a water_fog.

Grtz;YeeHaa
Last edited by YeeHaa on Sat May 06, 2006 2:14 pm, edited 1 time in total.
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Postby Simon on Sat May 06, 2006 2:12 pm

YeeHaa wrote:
Simon wrote:
YeeHaa wrote:Updated screenshots.
Reflective water with fog and fluid transfer so its not that repetitive

http://home.arcor.de/woohoo21/Fragment_264.jpg
http://home.arcor.de/woohoo21/Fragment_265.jpg
http://home.arcor.de/woohoo21/Fragment_266.jpg

Grzt;YeeHaa

When you have a building of multiple floors, you shouldn't use the texture with the dirt on it three times, doesn't make sense. And the towers are way too big, looks kinda fake too. I'm not fond of the style in general either, the colour pattern is very weird and the (church?) windows are out of place, just as the dust doors. Another point (sorry!) is the placement of the main door, it doesn't make sense to place the main door just in front of water (I've never seen a castle like that). I think I also see some vegetation growing up from the second floor, I'm not sure, but I don't think plants grow like that. I have to admit I like the way you used displacements to give it a destroyed look, and the textures indeed match the light.

Sorry for being a bit harsh, this is just my opinion!


Well this looks more like a attack in general imo.. Havn't got any comments on the textures yet. Also if i were to place the sun in the right position as i first did it would shine on the back which would give the front a bland look. And if i were to turn the building around i wouldn't have those great looking clouds in the picture.
Also this castle is MADE up .. I didn't use any reference picture at all.
I think it all fits well , you got a point on the shadows / sun but i already explained that.
And then , the dirt is only on the second floor as u see on the pictures.
If u were to give comments give them at the START and not as a final attack on somebody's map when they have the 3 final screenshots ready, it is indeed Harsh in that way.

Grtz;YeeHaa

yeah, I know I had to write this down earlier... was a bit lazy
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Postby Rocket_Robinhood on Sun May 07, 2006 10:17 pm

well i did do a quicky entry for this contest. The "ruin" is that little pyramid. :) I'll call this "lost valley". Models are all downloaded (except 2 you cant even see). But anyways images and links to full size.

These are the final screens
Image
http://www.maj.com/gallery/frutopiayogu ... inal_1.jpg
Image
http://www.maj.com/gallery/frutopiayogu ... inal_2.jpg
Image
http://www.maj.com/gallery/frutopiayogu ... inal_3.jpg

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