Orc Settlement
by TalRasha · in General Discussion · 12/29/2002 (9:00 am) · 52 replies
I built a small Orc Settlement...
http://mitglied.lycos.de/talrashalvd/Realmb.jpg
http://mitglied.lycos.de/talrashalvd/Realmc.jpg
http://mitglied.lycos.de/talrashalvd/Realmd.jpg
http://mitglied.lycos.de/talrashalvd/Realme.jpg
http://mitglied.lycos.de/talrashalvd/Realmf.jpg
http://mitglied.lycos.de/talrashalvd/Realmg.jpg
comments?
http://mitglied.lycos.de/talrashalvd/Realmb.jpghttp://mitglied.lycos.de/talrashalvd/Realmc.jpg
http://mitglied.lycos.de/talrashalvd/Realmd.jpg
http://mitglied.lycos.de/talrashalvd/Realme.jpg
http://mitglied.lycos.de/talrashalvd/Realmf.jpg
http://mitglied.lycos.de/talrashalvd/Realmg.jpg
comments?
About the author
#2
12/29/2002 (10:40 am)
Very nice work!
#3
Phil.
12/29/2002 (1:55 pm)
Looks really good Tal, bit scared about the polycount, but otherwise it rocks! :)Phil.
#4
Just looking at the screen shots im guessing that the poly count could be reduced by almost 90% with one other level of detail added for each model.
(this could be done by eliminating the spikes at the top of the walls for the lower level detail and replacing it with a textured polygon that looks like the spikes)
edit:
looks good tal, i think some rocks around would add to the atmosphere a bit and spice up the area out side the camp, nice job though im impressed with the hang man its hard to model things like that with quark and worldcraft.
12/29/2002 (2:35 pm)
Phil - I don't think that polygon count should be such an issue as every one thinks it should be, i think the issue should be is Level of Detail implemented in the models and how well it is implemented.Just looking at the screen shots im guessing that the poly count could be reduced by almost 90% with one other level of detail added for each model.
(this could be done by eliminating the spikes at the top of the walls for the lower level detail and replacing it with a textured polygon that looks like the spikes)
edit:
looks good tal, i think some rocks around would add to the atmosphere a bit and spice up the area out side the camp, nice job though im impressed with the hang man its hard to model things like that with quark and worldcraft.
#5
12/30/2002 (5:19 am)
I dont did that Model (hanging man) ...its a shape...
#6
The "see"(?) distance is 1500 ! (normal RW maps have only 500)
The RW Models are great...thanks too all 3d Artists!
12/30/2002 (1:37 pm)
I played it with a Duron 800 256 Mb Ram GF2TI and it works great The "see"(?) distance is 1500 ! (normal RW maps have only 500)
The RW Models are great...thanks too all 3d Artists!
#7
By the way, there are some issues with that hangman model. It seems that after you touch the model, that its physical boundaries extend to whichever area that player is located. It's pretty odd, and may be an unrelated bug, but after nearly losing one of my levels to it, I decided to never use it again.
12/30/2002 (7:34 pm)
The layout is good, but it's more of a human settlement than an orc settlement. The structures are too light in color, too uniform in shape and everything is too orderly. It'd make a nice human outpost.By the way, there are some issues with that hangman model. It seems that after you touch the model, that its physical boundaries extend to whichever area that player is located. It's pretty odd, and may be an unrelated bug, but after nearly losing one of my levels to it, I decided to never use it again.
#8
12/31/2002 (5:07 am)
The Humans get a castle with stone walls...
#9
12/31/2002 (1:53 pm)
Castles can take, literally, a century to construct, sometimes more. Not every base area on every map will be a castle.
#10
Awesome work!!!
Would you mind zipping this stuff up? I would really like to run around in there :)
Vibes,
-J
12/31/2002 (2:01 pm)
TalRasha,Awesome work!!!
Would you mind zipping this stuff up? I would really like to run around in there :)
Vibes,
-J
#11
Hey Eli,
How long does it take, literally, to construct a castle with the assistance of magic?
12/31/2002 (3:35 pm)
Nice stuff Tal!Hey Eli,
How long does it take, literally, to construct a castle with the assistance of magic?
#12
I also like the placing in the landscape, & the earthworks around it. very cool.
12/31/2002 (3:57 pm)
rock on! I'm glad to see some cool content for RW that doesnt use distorted versions of the stuff from that initial stronghold test.I also like the placing in the landscape, & the earthworks around it. very cool.
#13
Aside from that, we'd like variety in RW, so that every map takes on its own theme. We can't very well do that when we're limited with all the buildings being stone, square/rectangular buildings.
Right now, everyone that's modeling the RW shapes has been (or should have been, unless they were left out) instructed to focus on human and simple structures, since the theme for each race has yet to be finalized. (I along with several others are working on it, although there hasn't been much work on it just yet.)
If anyone really wants to create an orc structure, make it look brutal, intelligent, but in a primal, disorderly way. There should be a lot of terran influences, with the foundations laying low to the ground, spread out in uneven directions, and with symmetry limited to what's necessary for the shape to exist. The models we have now are great, but they aren't going to work for all of the races, and sometimes will only be suitable for only one (or none) of the final artistic themes. A good example of an orc structure would be the hovel that came in the original RW map. A good example of a human structure would be the barns and houses included in the second release.
12/31/2002 (5:52 pm)
Brian: We're not taking that route. There are plenty of things we could explain as being magically-rendered, but it cheapens the concept.Aside from that, we'd like variety in RW, so that every map takes on its own theme. We can't very well do that when we're limited with all the buildings being stone, square/rectangular buildings.
Right now, everyone that's modeling the RW shapes has been (or should have been, unless they were left out) instructed to focus on human and simple structures, since the theme for each race has yet to be finalized. (I along with several others are working on it, although there hasn't been much work on it just yet.)
If anyone really wants to create an orc structure, make it look brutal, intelligent, but in a primal, disorderly way. There should be a lot of terran influences, with the foundations laying low to the ground, spread out in uneven directions, and with symmetry limited to what's necessary for the shape to exist. The models we have now are great, but they aren't going to work for all of the races, and sometimes will only be suitable for only one (or none) of the final artistic themes. A good example of an orc structure would be the hovel that came in the original RW map. A good example of a human structure would be the barns and houses included in the second release.
#14
I have only some problems with the flags(CTF) and water! Because it is not allowed to put in Water ect.
?!? (So, it says the programm)
02/19/2003 (2:23 pm)
I am looking forward to release that map. I have only some problems with the flags(CTF) and water! Because it is not allowed to put in Water ect.
?!? (So, it says the programm)
#15
02/19/2003 (3:35 pm)
Just copy the water block and flag information from an existing .mis file (decoy's map for instance) and paste it into your own, then move them to the proper map locations.
#16
Good luck on it's completion and I hope we do see it come to light, I can see some nice battles here :)
On the same subject, is there a specific editor that is being used? I was hoping there was a chance for me to do some level designs, but I can't afford a pricy program. Any suggestions would be appreciated. Or maybe I could just map a few concept levels for someone to work on? I have a few ideas and I'm good at making levels take advantage of a game's theme.
Thanks ahead of time,
- Chris
02/19/2003 (6:24 pm)
That's a nice looking stronghold, but I agree it needs work. It's definitly not Orc themed though. Maybe a human Prison?Good luck on it's completion and I hope we do see it come to light, I can see some nice battles here :)
On the same subject, is there a specific editor that is being used? I was hoping there was a chance for me to do some level designs, but I can't afford a pricy program. Any suggestions would be appreciated. Or maybe I could just map a few concept levels for someone to work on? I have a few ideas and I'm good at making levels take advantage of a game's theme.
Thanks ahead of time,
- Chris
#17
Thanks for your comments :) I like it !
Here are two screens, taken from the Human Fortress /Castle!

02/25/2003 (12:11 pm)
HiThanks for your comments :) I like it !
Here are two screens, taken from the Human Fortress /Castle!

#19
02/25/2003 (12:55 pm)
Ok now that looks COOL!!! I love how BIG that thing is, very sweet
#20
02/25/2003 (7:04 pm)
Woah my jaw just hit the space bar, that is really cool! The only thing I think it needs is a few arrow slots to shoot out of (at least there aren't any in the view that I can see). Man, I can't wait until all this stuff gets put in the next build...
Niels
this looks real good!
perhaps the walls of the settlement can have some sort of an edge so you can stand on them and fire your bow at incomming hostiles? (or does it already have this?)
it looks really nice, i also like the hills in front of it with the spikes.