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Rman Virgil wrote:Do you mean I should make Cliff as in Pumpkin's Little Egypt like so:
MaNGusT wrote:I mean you should make cliff as pumpkin made them (especially in campaign) - use their style. use angle cliff texture only on angles, ... etc.
I like my style better than Pumpkin's. Plus converting my maps to Pumpkin's style would be a horribly torturous waste of time with the net result being a very unsatisfying compromise - for me.
MaNGusT wrote:Mountains terrain type has 2 kind of cliff textures - cliff and snow cliff. so you can use them both if you prefer my terrain textures. gerard's textures don't support snow cliff (you still can you use them but will see only regular cliff texture).
I like your textures better than Gerard's.
MaNGusT wrote:P.S. do you have those problems with the new engine in your maps that hao has?
Yup.... even worse.
However, I don't mind that in sticking to my map making style the results are only optimal for running them in v.2.2.x. While I like the New Terrain Renderer & your Textures, I still like the old renderer and textures, especially for the much greater range of rock-cliff formation effects I can create.
My only dilemma with that last course right now is that
Big Transport MP mod support will only be for v.3.0 - but since v.3.0 code base will be that of v.2.2.x I can always modify v.2.2.x to support the
Big Transport and use that in the creation of my new work going forward that makes heavy use of my rock-formation / cliff making style.
I will also experiment with
Diorama's ability to generate maps for the New Renderer / Textures and majorly modify those maps to suit my aesthetic sensibilities and tightly linked Game Play design imperatives and see how that works out.
I would also like to see what comes of the
Cliff Decals discussion and what future support
flaME might incorporate for making maps for the New Terrain Renderer (with the New Textures) such that working in
flaME space IS
WYSIWYG in v.3.0.
'Course, in the end, if I work on maps for
Dylan Dog's brand new WZ Campaign I may have to bite the bullet and go back to Pumpkin's style of cliff-facing. Which wouldn't be such a big deal as the Game Play in Campaign is mainly evoked through scripting
were as in my MP-Ski mapping one of the reasons I use Cliff-Face so much (and why I was lead to develop my style of intense variety in rock formation visuals)
is that I can invoke a whole slew of dynamic Game Play that is campaign-like through sheer mapping (without scripting)
and cliff-facing is a major component to that technique.
Thank you MaNGusT for your feedback (and fine art work contributions as well).
- Regards, RV
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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