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
#42
03/31/2003 (4:24 am)
I get it , thanks for your good work.
#43
Maps looking good Tal, please let us know when its done because we would love to see it in RW.
Logan
03/31/2003 (7:01 am)
Eli McClanahan suggests that you just steal those nodes (player start, CTF flags, CTF home, etc.) from the existing RW Maps and paste them into your own map.Maps looking good Tal, please let us know when its done because we would love to see it in RW.
Logan
#44
This map is noch really finished. (I could do a lot more, but i have not much time to do it now)
You can download the map here:
http://scifi.pages.at/talrasha/apocalypse.zip
Have fun :)
04/22/2003 (8:02 am)
HiThis map is noch really finished. (I could do a lot more, but i have not much time to do it now)
You can download the map here:
http://scifi.pages.at/talrasha/apocalypse.zip
Have fun :)
#45
04/22/2003 (5:59 pm)
Man this map is extremely cool!
#46
Goddam! That map is awesome. Might wanna add some scenery between the two fortresses or something [ maybe a few small outposts ]
man, I think that is just a dam good job!
04/22/2003 (8:51 pm)
I only just noticed this map...Goddam! That map is awesome. Might wanna add some scenery between the two fortresses or something [ maybe a few small outposts ]
man, I think that is just a dam good job!
#47
I actually noticed a lot of errors on this map, which is understandable for a version 1.0, I suppose. Okay...
*The sun's angle of light causes a lot of shadows to drop around important areas, obscuring the player's vision. Adjust the ambience level or the angle of the sun, preferrably both.
*Many of the folders in the mission file are unused. There are plenty of them, and almost all of them are unused. For future referencing to your own files, and for others, you should organize what you're making a lot better.
*It seems you overwrote the original Stronghold map, I'm guessing. There's a dock item sticking out of the ground next to one of your flags, and I'm guessing that doesn't need to be there.
*Right now, the grass replication is borked, so don't bother using it. It vanishes when you're walking for little reason, and just doesn't look too great. When it does get updated, be sure to use more than just one image at the same height and width - it makes things look unrealistic.
*For some reason you have four waterblocks. I actually laughed when I saw this, just because you only need 1. They're undetectable to the player, but it still clutters the mission data a little. Just get rid of 3 of them.
*In the mission folders there's a PlayerDropPoints group you don't need. Once more, I'm guessing this is left over from a copied map. That type of group is used for Deathmatches, and a CTF map will never be used for that unless its mission is changed entirely. In such a case, they'd add their own droppoints, so just get rid of this as well.
*Many of your objects don't intersect with the terrain. Some of your trees are floating above the planet on the hillsides, and the defensive spikes (whatever they're called) are hovering in midair. Also, your castle segment is hovering a little, forcing the player to jump to be able to get on the ramps.
*You only have one flag model, and it's the wrong one. Use the ones in the shape category, not the static shape ones. Also, your flag triggers don't work. What good is a CTF map if you can't steal the flag, right? Check their trigger names and the team numbers.
*The bases are too far apart. I had to do a bit of exploring to find them. Bases at this point in development need to be about 25 seconds apart.
*The terrain is bad in many places. It's auto-generated it seems, making it unrealistic. The slopes need to be smaller, with fewer sharp angles. The painting is also auto-generated apparently. It's a pain to do, but if you want your map to look especially good, you'll have to paint it all by hand. This means you'll have to make the sides of hills dirty looking, since grass doesn't grow on steep hills, and add patchy areas in places where water wouldn't be.
*The place where you added the tunnel is showing where you cut out the terrain. There's an obvious hole where the terrain edges jut out of the sides, and you can see the empty space under the terrain as you're coming toward the exits. This definitely needs to be fixed. It doesn't look good at all.
*The second base (the castle one) bothered me. The giant castle wall looked really out of place. It serves its purpose, but it doesn't make any sense that there'd be a big castle wall standing out in the middle of nowhere with only a single flag platform behind it. Also, there's no reason for anyone to try to go through that area, or guard it when the tunnel next to it is a lot more accessible. Right now it's genuinely worthless.
Well, that's all I can think of. It's nice to have new models, but always work on their placement. Try to think of how things would look in real life rather than how well items will funnel players into combat areas, although you need to think of both.
04/23/2003 (8:07 am)
I downloaded this and took a look around. The new models are nice; don't know when we'd ever get them in, as we have a problem with that it seems, but nontheless they're nice.I actually noticed a lot of errors on this map, which is understandable for a version 1.0, I suppose. Okay...
*The sun's angle of light causes a lot of shadows to drop around important areas, obscuring the player's vision. Adjust the ambience level or the angle of the sun, preferrably both.
*Many of the folders in the mission file are unused. There are plenty of them, and almost all of them are unused. For future referencing to your own files, and for others, you should organize what you're making a lot better.
*It seems you overwrote the original Stronghold map, I'm guessing. There's a dock item sticking out of the ground next to one of your flags, and I'm guessing that doesn't need to be there.
*Right now, the grass replication is borked, so don't bother using it. It vanishes when you're walking for little reason, and just doesn't look too great. When it does get updated, be sure to use more than just one image at the same height and width - it makes things look unrealistic.
*For some reason you have four waterblocks. I actually laughed when I saw this, just because you only need 1. They're undetectable to the player, but it still clutters the mission data a little. Just get rid of 3 of them.
*In the mission folders there's a PlayerDropPoints group you don't need. Once more, I'm guessing this is left over from a copied map. That type of group is used for Deathmatches, and a CTF map will never be used for that unless its mission is changed entirely. In such a case, they'd add their own droppoints, so just get rid of this as well.
*Many of your objects don't intersect with the terrain. Some of your trees are floating above the planet on the hillsides, and the defensive spikes (whatever they're called) are hovering in midair. Also, your castle segment is hovering a little, forcing the player to jump to be able to get on the ramps.
*You only have one flag model, and it's the wrong one. Use the ones in the shape category, not the static shape ones. Also, your flag triggers don't work. What good is a CTF map if you can't steal the flag, right? Check their trigger names and the team numbers.
*The bases are too far apart. I had to do a bit of exploring to find them. Bases at this point in development need to be about 25 seconds apart.
*The terrain is bad in many places. It's auto-generated it seems, making it unrealistic. The slopes need to be smaller, with fewer sharp angles. The painting is also auto-generated apparently. It's a pain to do, but if you want your map to look especially good, you'll have to paint it all by hand. This means you'll have to make the sides of hills dirty looking, since grass doesn't grow on steep hills, and add patchy areas in places where water wouldn't be.
*The place where you added the tunnel is showing where you cut out the terrain. There's an obvious hole where the terrain edges jut out of the sides, and you can see the empty space under the terrain as you're coming toward the exits. This definitely needs to be fixed. It doesn't look good at all.
*The second base (the castle one) bothered me. The giant castle wall looked really out of place. It serves its purpose, but it doesn't make any sense that there'd be a big castle wall standing out in the middle of nowhere with only a single flag platform behind it. Also, there's no reason for anyone to try to go through that area, or guard it when the tunnel next to it is a lot more accessible. Right now it's genuinely worthless.
Well, that's all I can think of. It's nice to have new models, but always work on their placement. Try to think of how things would look in real life rather than how well items will funnel players into combat areas, although you need to think of both.
#48
Some Things i want too add.
*The sun's angle of light causes a lot of shadows to drop around important areas, obscuring the player's vision. Adjust the ambience level or the angle of the sun, preferrably both.
- I can not adjust the angele of the sun? (I think its a RealmWars Problem)
*Many of the folders in the mission file are unused. There are plenty of them, and almost all of them are unused. For future referencing to your own files, and for others, you should organize what you're making a lot better.
- I can not do a "new Mission", so i must copy/paste a lot, if someone would like to fix those Problems, please do it :)
*It seems you overwrote the original Stronghold map, I'm guessing. There's a dock item sticking out of the ground next to one of your flags, and I'm guessing that doesn't need to be there.
- Thats not so important but i will fix it in the next Version.
*Right now, the grass replication is borked, so don't bother using it. It vanishes when you're walking for little reason, and just doesn't look too great. When it does get updated, be sure to use more than just one image at the same height and width - it makes things look unrealistic.
- I think its a bug from RealmWars, too (I hope they will fix it)
Without the grass, the terrain looks boring..
*For some reason you have four waterblocks. I actually laughed when I saw this, just because you only need 1. They're undetectable to the player, but it still clutters the mission data a little. Just get rid of 3 of them.
-I want only one River (filled with water) and not the half of the terrain, so i used 3 waterblocks...
*Many of your objects don't intersect with the terrain. Some of your trees are floating above the planet on the hillsides, and the defensive spikes (whatever they're called) are hovering in midair. Also, your castle segment is hovering a little, forcing the player to jump to be able to get on the ramps.
-Will be fixed in new Version.
*You only have one flag model, and it's the wrong one. Use the ones in the shape category, not the static shape ones. Also, your flag triggers don't work. What good is a CTF map if you can't steal the flag, right? Check their trigger names and the team numbers.
- Really? I have no Problems with stealing the flags..
*The bases are too far apart. I had to do a bit of exploring to find them. Bases at this point in development need to be about 25 seconds apart.
- It will be difficult to fix that, but i don^t want to make a map like the normal RW maps..
*The terrain is bad in many places. It's auto-generated it seems, making it unrealistic. The slopes need to be smaller, with fewer sharp angles. The painting is also auto-generated apparently. It's a pain to do, but if you want your map to look especially good, you'll have to paint it all by hand. This means you'll have to make the sides of hills dirty looking, since grass doesn't grow on steep hills, and add patchy areas in places where water wouldn't be.
- Ok i hope i will be better in the next version
*The place where you added the tunnel is showing where you cut out the terrain. There's an obvious hole where the terrain edges jut out of the sides, and you can see the empty space under the terrain as you're coming toward the exits. This definitely needs to be fixed. It doesn't look good at all.
- I know, its difficult to fix it, but i will do my best!
*The second base (the castle one) bothered me. The giant castle wall looked really out of place. It serves its purpose, but it doesn't make any sense that there'd be a big castle wall standing out in the middle of nowhere with only a single flag platform behind it. Also, there's no reason for anyone to try to go through that area, or guard it when the tunnel next to it is a lot more accessible. Right now it's genuinely worthless.
- I must test this in some matches (boths settelements have two entries)
04/24/2003 (5:13 am)
Thanks Eli McClanahanSome Things i want too add.
*The sun's angle of light causes a lot of shadows to drop around important areas, obscuring the player's vision. Adjust the ambience level or the angle of the sun, preferrably both.
- I can not adjust the angele of the sun? (I think its a RealmWars Problem)
*Many of the folders in the mission file are unused. There are plenty of them, and almost all of them are unused. For future referencing to your own files, and for others, you should organize what you're making a lot better.
- I can not do a "new Mission", so i must copy/paste a lot, if someone would like to fix those Problems, please do it :)
*It seems you overwrote the original Stronghold map, I'm guessing. There's a dock item sticking out of the ground next to one of your flags, and I'm guessing that doesn't need to be there.
- Thats not so important but i will fix it in the next Version.
*Right now, the grass replication is borked, so don't bother using it. It vanishes when you're walking for little reason, and just doesn't look too great. When it does get updated, be sure to use more than just one image at the same height and width - it makes things look unrealistic.
- I think its a bug from RealmWars, too (I hope they will fix it)
Without the grass, the terrain looks boring..
*For some reason you have four waterblocks. I actually laughed when I saw this, just because you only need 1. They're undetectable to the player, but it still clutters the mission data a little. Just get rid of 3 of them.
-I want only one River (filled with water) and not the half of the terrain, so i used 3 waterblocks...
*Many of your objects don't intersect with the terrain. Some of your trees are floating above the planet on the hillsides, and the defensive spikes (whatever they're called) are hovering in midair. Also, your castle segment is hovering a little, forcing the player to jump to be able to get on the ramps.
-Will be fixed in new Version.
*You only have one flag model, and it's the wrong one. Use the ones in the shape category, not the static shape ones. Also, your flag triggers don't work. What good is a CTF map if you can't steal the flag, right? Check their trigger names and the team numbers.
- Really? I have no Problems with stealing the flags..
*The bases are too far apart. I had to do a bit of exploring to find them. Bases at this point in development need to be about 25 seconds apart.
- It will be difficult to fix that, but i don^t want to make a map like the normal RW maps..
*The terrain is bad in many places. It's auto-generated it seems, making it unrealistic. The slopes need to be smaller, with fewer sharp angles. The painting is also auto-generated apparently. It's a pain to do, but if you want your map to look especially good, you'll have to paint it all by hand. This means you'll have to make the sides of hills dirty looking, since grass doesn't grow on steep hills, and add patchy areas in places where water wouldn't be.
- Ok i hope i will be better in the next version
*The place where you added the tunnel is showing where you cut out the terrain. There's an obvious hole where the terrain edges jut out of the sides, and you can see the empty space under the terrain as you're coming toward the exits. This definitely needs to be fixed. It doesn't look good at all.
- I know, its difficult to fix it, but i will do my best!
*The second base (the castle one) bothered me. The giant castle wall looked really out of place. It serves its purpose, but it doesn't make any sense that there'd be a big castle wall standing out in the middle of nowhere with only a single flag platform behind it. Also, there's no reason for anyone to try to go through that area, or guard it when the tunnel next to it is a lot more accessible. Right now it's genuinely worthless.
- I must test this in some matches (boths settelements have two entries)
#49
To get rid of folders and reorganize them, just open the .mis file in a text editor like notepad or Tribal IDE. I despise having to do this, as I'm used to cutting and pasting into and out of folders while within the mission editor, but it's simple enough.
Can't explain the flag thing. I know I always have oodles of fun dealing with them, as they aren't easy to use at all. Sometimes they'll work for one team and not work for another, etc.
If you're actually changing the water block size, congratulations. A lot of the time the game will crash when you bother them in the least.
The 25 second rule is what I've been told. If you're just making a map for personal use with friends, have at whatever you want. Right now I'm restricted to what we already have (no new models, no new interfaces like enhanced water edges, night/day effects) because there's no assurance of when they'll be integrated.
Painting the terrain by hand will take a long time. It usually takes me almost an hour to find every little niche and cranny. If you don't already know, there's no quick key for manual terrain painting; you have to select it from the menu. That should be obvious enough though. I'm tempted to take some screenshots of manual and auto-texturing side by side just to show how horrendous looking automated is.
The best way to fix that tunnel hole is to try to make the entrance and exit sides of the terrain as flat, vertically, as possible. That'll keep the hole in the terrain from being too big, or of an irregular shape. It's a pain though.
Good luck on finding people to test with. Personally, I'd suggest running that tunnel completely underground, just not at one base. You would probably need a tower with a ramp of some kind to be able to lower the tunnel that much though. The basic idea is to offer a variety of directions for the players to engage in, but to not allow them to intersect too much. You may have the tunnel be underwater by having it emerge from under the earth midway at the river. Aside from that, consider making the terrain around the "castle base" not a crater, but just a giant wall that stretches across the map. A big gate would make sense if it was guarding a vital entry point into enemy territory.
04/24/2003 (5:52 am)
You may be adjusting the angle of the sun but not relighting your mission. Otherwise applying the new light source won't show up. Hit Alt+L. That makes a lot of lighting files (.ml) in your mission directory which you'll need to delete later though, unless you like having several MBs worth of useless lighting files.To get rid of folders and reorganize them, just open the .mis file in a text editor like notepad or Tribal IDE. I despise having to do this, as I'm used to cutting and pasting into and out of folders while within the mission editor, but it's simple enough.
Can't explain the flag thing. I know I always have oodles of fun dealing with them, as they aren't easy to use at all. Sometimes they'll work for one team and not work for another, etc.
If you're actually changing the water block size, congratulations. A lot of the time the game will crash when you bother them in the least.
The 25 second rule is what I've been told. If you're just making a map for personal use with friends, have at whatever you want. Right now I'm restricted to what we already have (no new models, no new interfaces like enhanced water edges, night/day effects) because there's no assurance of when they'll be integrated.
Painting the terrain by hand will take a long time. It usually takes me almost an hour to find every little niche and cranny. If you don't already know, there's no quick key for manual terrain painting; you have to select it from the menu. That should be obvious enough though. I'm tempted to take some screenshots of manual and auto-texturing side by side just to show how horrendous looking automated is.
The best way to fix that tunnel hole is to try to make the entrance and exit sides of the terrain as flat, vertically, as possible. That'll keep the hole in the terrain from being too big, or of an irregular shape. It's a pain though.
Good luck on finding people to test with. Personally, I'd suggest running that tunnel completely underground, just not at one base. You would probably need a tower with a ramp of some kind to be able to lower the tunnel that much though. The basic idea is to offer a variety of directions for the players to engage in, but to not allow them to intersect too much. You may have the tunnel be underwater by having it emerge from under the earth midway at the river. Aside from that, consider making the terrain around the "castle base" not a crater, but just a giant wall that stretches across the map. A big gate would make sense if it was guarding a vital entry point into enemy territory.
#50
But i think i will fix that, too. (I don^t like it to work with that terrain editor only working with woldcraft makes fun) So if someone like it to do, please do it :)
At the beginning of that map it makes me a lot of fun but now its more work than fun..
But i will do my best. My goal is that people have fun with that map even its more than the 25 second rule..
04/24/2003 (6:16 am)
I did change this waterblocks, but as i did that, there was water on places where i dont want to have water. (hope you understand)But i think i will fix that, too. (I don^t like it to work with that terrain editor only working with woldcraft makes fun) So if someone like it to do, please do it :)
At the beginning of that map it makes me a lot of fun but now its more work than fun..
But i will do my best. My goal is that people have fun with that map even its more than the 25 second rule..
#51
04/30/2003 (6:40 pm)
A quick question...... How do you make a hole in the terrain for a tunnel to go into?
#52
05/01/2003 (8:44 am)
Get to the terrain editor and go to "set empty."
Torque 3D Owner Stefan Rampp
Stefan.