On symmetrical warzone maps...

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winsrp
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Re: On symmetrical warzone maps...

Post by winsrp »

correctomondo, I've quoted the quote you've quoted in your signature quote, wow... got dizzy after that...

anyways, landscape is definitely something we need on this game... with time we might even do mountains with landscape objects, and in an interesting future you can even blow up this landscape to make holes in mountains... who knows!!!

i would be interesting to see how your enemy is making a hole thru the mountain to get you from behind or unexpected place!!!

but for now... trees and landscape for the sake of less dullness on the game is good step #1 towards a better looking game. Which is a must have.
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Olrox
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Re: On symmetrical warzone maps...

Post by Olrox »

Then we could blow up those symmetrical maps into very asymmetrical shapes, muahahahahahahahaha!
:twisted:
However, that sounds like something that won't happen in WZ2100... I mean, there's no one who can earn food or pay the bills by working with WZ, it'll always be free-time, fan-made work. If we'll ever see such a thing, it'll take some good years.
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whippersnapper
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Re: On symmetrical warzone maps...

Post by whippersnapper »

Olrox wrote:Then we could blow up those symmetrical maps into very asymmetrical shapes, muahahahahahahahaha!
:twisted:
That's possible right now. But it's very time-consuming to create - terrain 3D modeling and creative scripting. Some would liken it to doing stuff with "smoke & mirrors" like stage magicians vs. doing it direct with engine support.

Regards, whip :ninja:
.
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Olrox
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Re: On symmetrical warzone maps...

Post by Olrox »

I wish I had more time to do mapping also... My head it's so full of ideas, it's going to blow someday if I do not get into making games, really O_O

Since july 2008, I've been writing the principles of The Deathmatch, a kind of tactical, SAS turn-based, squad-level shooter, managerial strategy game idea I'm pretty much fascinated with. It has almost 100 pages already, and it's not even close to the half of the half. The main idea is to get an immersive, optional depth game, with a feeling much like Vagrant Story... which is RPG, lol (I can't recommend this game enough, it's an unique experience). I mean, I've got so many ideas of features for it, but I imagine that players just don't want something complex sometimes. Most of the features are going to be purely optional, so you can have the game experience you want whenever you feel like it.

Anyway, I've just said that because I wanted to expose how I'd be short on time even if I analyse my whole life, if I wanted to get most of my ideas into something real. :P

Anyway, "off-topicness" and long explanations about myself won't get the work done, I'm aware of that.

Using some painting software like gimp, photoshop or even paintbrush to make a "geography layout" of the map and then modelling a 3D surface based on that layout to begin with, would allow making realistic, smooth topography. Then rendering this surface with proper environment effects would allow making those grayscale-based height maps for EditWorld. Then, adding the proper details to that smooth map would allow making those scenic landscapes we're searching for.

If I said any bullshit, just ignore everything I said, I don't have any experience at EditWorld or mapping, really. I just have imagination. It's a wonderful thing, if we don't wander outside feasibility limits.
icyflames
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Re: On symmetrical warzone maps...

Post by icyflames »

Wow, didn't realise this thread grew so much. I look forward to checking out coyote's maps sometime.

But one point I'd like to add is that symmetrical maps not only look bad, but make game-play very simplistic. I think this wonderful game benefits a lot from interesting terrain and the different tactics that come with different terrain types.