Map Making - Inspiration Thread [message #216458] |
Thu, 31 August 2006 08:18 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Hi all,
I play often on fan maps, seeing fan maps that are often just combinations of different textures on different sized boxes slowly depresses me. So I’m making this thread and updating it fairly often when I come up with new ideas to hopefully inspire the people still making maps.
You'll need to click the links to see anything bigger than 800x600
I'll start with a....
snow and ice based environment:
Dwarf Trees
http://www.beringia.com/climate/images/permafrost-drunkfores t.jpg
small "dwarf" trees are common in siberia and could be used in an interesting infantry only area to fight amoung also notice the contrast between the dark trees and the light sky - feels quite erie - also consider other plants with 'stunted' growth
Tunnels
http://www.steinborn.org/gifs/alaska2/tuk-icehouse-permafros t.JPG
Underground tunnels could be filled with Icicles - again could be used to hide behind - makes the user interact with the environment and it's better than just a straight tunnel
Glaciers
http://www.chikyu.ac.jp/shiraiwa/glacier/glacierphoto/Siberi a/Siberia.jpg
glaciers in siberia - back ground hills like this could be easily modlled and textured and provide an interestinly contrasting back drop to a map
Crystals
http://www.thulebageren.dk/gallery/permafrost%20crystals.JPG
Notice the shape of these permafrost ice crystals you could use a simalar shapes in the textures on cave walls perhaps blended in maybe, adding in actual models of ice crystals in this type of shape to enhance their presence.
Cut away hills
http://seagrant.uaf.edu/news/04ASJ/images/permafrost.jpg
more dwarf trees by a river - but notice the shir drop from the top of the hill to the river - you usually see this where a glacier has passed (over a very very long time) and cut its way through the hills i'd assume due to the permafrost the hills don't erode away easily and often retain their shape.
http://www.gi.alaska.edu/snowice/wedge.gif
Another hill side carved out by a glacier - note the shape of the wall and the texture
Permafrost mounds
http://www.kennislink.nl/upload/135320_962_1124311347304-per mafrostMethaanG.jpg
better than a flat plane
Threatening hills
http://www.awi-bremerhaven.de/www-pot/geo/geopics/paleoperm1 A.jpg
Notice the sharp lines in these cliffs giving them an almost threatening feel complimenting the harsh environment
Over hanging cliffs
http://www.yukonheritage.com/Sign/00images/00dempsterslumpic icle.jpg
Note the over hanging cliff and icicles with dead/dying grass on top - also looks quite threatening
Man made structures
http://tapseis.anl.gov/guide/photo/images/BLMAKMA660.jpg
man made structures like pipelines also add to the environemnt while also being easy to make with much repeatable geometry and textures - the vertical lines in this pipeline also compliment the verticall lines of the trees in the back ground.
Mystery
http://www.agsconsulting.com/images/misc002s.jpg
and finally an abandoned log cabin also can give your map a bit of mystery
Thats all for this one feel free to debate/comment or request ideas on certain types of environments, I hope this inspires you to create something wonderful!
Stickying this because I love this idea--YSL
Edit: lol, I though it was deleted at first when I couldn't find it ty YSL
Re-stickied for two weeks. --YSL
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
[Updated on: Wed, 04 October 2006 14:18] by Moderator Report message to a moderator
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Re: Map Making - Inspiration Thread [message #218100 is a reply to message #216458] |
Fri, 08 September 2006 14:30 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Considerations When Making Tunnels
Most fan maps contain tunnels of some sort and more than often these tunnels are very bland and lack detail, so here I will explain how a little bit of extra work goes a long way
See my map C&C_Bio to see how I created tunnels that while being graphically detailed also encourage players to interact with them by placing objects that players can hide or take cover behind.
Service Tunnel 'A'
http://matt.wandel.ca/tunnels/verylong.jpg
This industrial looking tunnel has lots of repeatable features the support brackets on the right and the pipes which extend all the way to the end - notice the cables lining the left wall are not perfectly straight adding realism and that normal imperfection that is seen in real life - I mention this real life imperfection as it very easy to just make a few cylinders and extend it to the end of the tunnel without thiniking about kinks and slight bends that make the cable more realistic.
Service Tunnel 'B'
http://matt.wandel.ca/tunnels/thegrid.jpg
http://www.fuzzums.nl/~loesje/tunnel/tunnel_noord.jpg
These tunnel also shows repeatable features that could also be easily made in 3d and copied, also notice the extreme light and extreme dark in these images turning your ambient light and sun light off will enable you to light an environemnt exclusivly with your own point lights much like this, if you have ever played or seen "Splinter Cell" you will be aware of the drama that you can give to an environment with clever use of lighting (I will most likly mention lighting in general another time)
Rocky walls
http://www.oregon.gov/ODOT/CS/SSB/images/tunnels/mosier_cons truct.jpg
The walls seen here are quite jagged and stick alot this type of detailing could be easily be used to hide other tunnels in your cave systems. This makes the environemnt that little bit less predicatable, as anything could come from any where.
Breaks in your tunnel
http://englishriverwebsite.com/LewisClarkColumbiaRiver/Image s/mosier_twin_tunnels_bicyclist_2005.jpg
http://www.sgtowns.com/photos/images/chiangmai/tunnels.jpg
Here we can see that a tunnel ends and a new section begins there is no clear turning left or right so it seems pointless at first, but breaks like this can help open up an other wise clostrophobic environment. This feature can also give you new possibities when it come to light too, a bridge could also be used to connect the two tunnels. also note the repeatable frame work of the tunnel walls. In the second image you can also see green plant life growing on the floor and leaves creeping in from the outside linking the visuals in the tunnel with the outside world.
Tunnels without walls
http://www.roadsage.com/images/kauai/tunnels.jpg
Here we see that a tunnel is created not by using walls but over hanging trees and other vegitation invisable blockers can be used to stop players walking too deeply into the vegitation
Arches
http://www.campsci.com/museum/images/45g.jpg
Easly made These also give you the opertunity to make extra tunnels where you like
Diffrent types of Tunnels
And just to get your creative juices flowing here are some diffrent types of tunnels that grab my attention.
http://kaedrin.com/fun/images/corridor.jpg
http://www.sealife-timmendorf.de/pi_foto010.jpg
http://www.opacity.us/images/db/12/60/0000002050.jpg
http://www.oxford-chiltern-bus-page.co.uk/upload030705/Gerra rds%20Cross%20Rail%20Tunnel%20Dennis%20Troughton.jpg
http://www.minispace.co.uk/blog/images/tunnel.jpg
http://www.berge.ch/berge_az/t/tunnel/tunnel.jpg
http://www.arrakeen.ch/usamex/111%20%20small%20tunnel%20thru %20the%20rock.jpg
http://www.mabot.com/images/2000/n5/0002-1911%20stairway%20a t%20end%20of%20tunnel.jpg
http://www.nci.org/05nci/09/iran-tunnel-photo-091605.jpg
http://www.alaskarails.org/potw-archive/2006/RH_moody-tunnel .jpg
http://www.hoermann-bc.de/palma_bilder/Marcos%20y%20Cordero% 20%20Tunnel%20Nr%2012.jpg
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
[Updated on: Fri, 08 September 2006 14:39] Report message to a moderator
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Re: Map Making - Inspiration Thread [message #218101 is a reply to message #217859] |
Fri, 08 September 2006 14:33 |
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futura83
Messages: 1285 Registered: July 2006 Location: England
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General (1 Star) Viva la Resistance! |
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help-linux wrote on Thu, 07 September 2006 10:14 | is there a way to stop poeple from going off the side of the map exeptr using mountains, walls or water?
this has inspeired me to create a map
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water cant stop you, it is the invisible wall method used for that
(there is some on under in nods base)
This is a signature. Reading this is wasting your time.
[Updated on: Fri, 08 September 2006 14:33] Report message to a moderator
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Re: Map Making - Inspiration Thread [message #218277 is a reply to message #218212] |
Sat, 09 September 2006 08:02 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
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Colonel |
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LR01 wrote on Sat, 09 September 2006 04:25 | making detail on a tunnel isn't easy
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Thats why I made a post to explain ways of going about the problem of detailing a tunnel
3D Tunnel Example
Here is a 3d example this took me 18 minutes to make. I made and rendered it in 3dsmax but the mesh uses the same principles as gmax
Things that could be done to improve this would to add some 'clutter' leaning up against the right wall to break up the line that is created where the wall and the floor meet, and a few crates for players to use as cover, also you will notice that there is a hole in the roof of the tunnel at the end of the corridor I also should of placed some debries from the roof on the floor underneath the hole
Here are close up shots of the elements that were modelled once and copied they are very simple but when replicated are very effective when detailing your tunnel.
http://i97.photobucket.com/albums/l237/paulchettle/tun02.jpg
made from a box, and copied
http://i97.photobucket.com/albums/l237/paulchettle/tun03.jpg
made from a box, copied, attached and welded together
http://i97.photobucket.com/albums/l237/paulchettle/tun04.jpg
made from a box, and copied
http://i97.photobucket.com/albums/l237/paulchettle/tun05.jpg
made from boxes and cylinders
Thats all i'm saying in general on tunnels, moving on to something else soon.
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
[Updated on: Wed, 13 September 2006 11:35] Report message to a moderator
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Re: Map Making - Inspiration Thread [message #224420 is a reply to message #216458] |
Wed, 04 October 2006 02:17 |
Blazea58
Messages: 408 Registered: May 2003
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Commander |
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This topic actually helps quite a bit to get inspiration and motivation for other projects as well as ren ones. Some really good tunnel pictures you got posted here which has now given me alot more ideas on creating more complex designs without using too extreme of an ammount of polygons etc.
Figured i would try at making one of those pics posted since it looked really cool.
Tried a similar version as this pic here,though not exact lol.
http://www.minispace.co.uk/blog/images/tunnel.jpg
And remember, renegade isen't shy with tons of polygons as i have noticed recently with some tests.
[Updated on: Wed, 04 October 2006 02:29] Report message to a moderator
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Re: Map Making - Inspiration Thread [message #224543 is a reply to message #216458] |
Wed, 04 October 2006 15:31 |
Blazea58
Messages: 408 Registered: May 2003
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Commander |
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Well frame rate is gittery but it is constant at around 70 ingame. System specs aren't all that great for me, but still sufficiant.
Got 2.01 GHz 1 gig Duel channel ram, Geforce 6600 gt, and the works. I know alot of people now have decent computers,and renegade's limit seems to be near infinite, because even that map alone is 100x100 metres wide, and 1.4 million polygons all split up into 4800 polygon sections. Thats the only lmitation i have found is that it cannot handle over 5000 very well per mesh.
But yea this is off topic anyways, just thought i would show that the limits of creation on the ren engine can surpass what was thought before even without vis.
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