Dm_Orithia Created 18 years ago2006-03-30 14:43:19 UTC by Tosse Tosse

Created 18 years ago2006-03-30 14:43:19 UTC by Tosse Tosse

Posted 18 years ago2006-03-30 14:43:19 UTC Post #171623
Dm_Orithia is a new map im working on, i've been working on it for quite some time now and will be working on it for quite some time. And it's a concept i've never tryed out before so im learning in the process as well, and that's also a reason why it will take some time + the fact tham im busy a lot of the time.

It is a HL1 map, DM offcourse, with custom textures, custom sprites and if i can get my sound working on my computer there will also be custom sounds.

But im facing some technical problems, such as no usb at the moment, that's why i can't post any screenies, but they will come, that's a promise. and im also having some problems with the software, not major problems, they only slow me down and don't prevent me from mapping.

anyway, dm_orithia is a temple, and old but intact temple so it's no cracks in the walls or such, but there is a lot of greenery everywhere. the temple is very moist so a lot of plants, grass and such had no problem growing.

But this ain't a normal temple, and it's not placed in any sertain time, place or planet. and that is to give me a lot of freedom in making the map good looking, it doesn't have to be realistic. so the architecture is so far very cool.

And im also learning how to make textures, rimrook gave me a lot good advice at that point, and he also let me borrow the grass from dm_poisongarden. So all the textures but the grass will be made by me

(thanks rim, your grass is making the map beutiful)

Im done with about 50% of the textures
30% on the mapping part
50% on the sprites

and if im going to add custom sound it's on 0%

I will post screenies as soon as my usb is fixed.

what do you think?
Posted 18 years ago2006-03-30 14:48:49 UTC Post #171626
i sounds pretty cool, but of course the question
what do you think?
is a little silly when you cant yet provide screenshots... I will look forward to future media..
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-03-30 14:53:29 UTC Post #171627
Question: Why do you need a USB to post screenshots?

Unless USB is codename for taking pictures then i'm confuzzled..
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-30 15:08:34 UTC Post #171628
He might have the map in one computer and needs a USB flashdrive to move them to a computer with an Internet connection.
Posted 18 years ago2006-03-30 15:53:23 UTC Post #171634
True, kasperg. I map on my laptop, faster campiling, this computer, the one with the internet is a real pice of crap, anway, i think i just fixed my usb, so i'll post an early screenie in a few minutes

EDIT: compiling to be able to get some screenies. remember, early stage.
Posted 18 years ago2006-03-30 23:49:51 UTC Post #171674
What ever happened to Good'ol 3.5" Floopy Diskettes?
I'm also looking foward to seeing some screenies.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-31 12:22:42 UTC Post #171723
Ok guys, here is some screenies for you.

Keep in mind that this is a very early stage of the map, only one area is enough to take screenie on, i had to texture it quickly to be able to post the screenies.

1.
User posted image
This is the foundation of a gateway, the "gate design" will be used in many places in the map.

2.
User posted image
This is the room i textured to be able to get the screenies, it's not done by far as you can see, it's only the basics. there will be greenery hangin from the celing and better texturing, and maybe some plants on the ground.

3.
User posted image
the celing in the same room.

4.
User posted image
a better angle of the room, and those "signs" on the pillar is a form of rune's used by the last vicings, so it accualy means something, runes will be used at more places in the map, and those green dot's is a sprite i made, it's supposed to be some sort of spors created by the greenery, they emit light and add atmosphere to the map, but it will look better once the greenery is installed.

Sorry about the size of the pics, i will make them bigger after posting this
Posted 18 years ago2006-03-31 12:24:24 UTC Post #171724
hehehe! i think you forgot to link the thumbnails to the larger images :D

and now i've prevented you from editing. muahahhaa
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-03-31 12:26:59 UTC Post #171726
Nope hunter, the pics are that small, im making bigger once now, forgot to make them smaller so photobucket made them smaller, much much smaller.
Posted 18 years ago2006-03-31 12:27:33 UTC Post #171727
But I can still see the pictures and I see another Rimrook...Looking good mate.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-31 12:33:35 UTC Post #171728
Photo bucket no longer has the images. :cry:
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-31 12:46:49 UTC Post #171729
If you didn't read my last attempt to post the screenies i will say the same thing again!

Ok guys, here is some screenies for you.

This is a very early stage of the map, a very very early stage, so yesterday i took a few minutes to add some textures on the "most finished" room on the map. here you go.

1.
This is not that room, this is the beginning a gateway, the gateway design will be used on many places in the map.

note: not textured.
User posted image
2.
this is that room, remember it's only the basics. There will be greenery hanging from the celing and plants on the ground. and the green dot's is a sprite i made, it's spores created by the greenery, they emit light.

This is the celing in the room (i think it is, don't remember wich [IMG]bla bla bla im posting)
User posted image
3.
Same room, and the symblos on the pillar is a kind of runes, used by the last vicings, so they means something.
User posted image
4.
User posted image
Posted 18 years ago2006-03-31 12:47:10 UTC Post #171730
Yep, that's exactly what it says.
ED: This was intended to go after Rimrooks post. But nice screenshots anyway!
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-03-31 12:57:45 UTC Post #171731
Looks good. I like the arcitextural style.
Posted 18 years ago2006-03-31 13:10:43 UTC Post #171736
Very nice so far! It obviously reminds me of PoisonGarden, but that's not a negative comment.
The gate in the first pic looks too fragile. If you are using a texture composed of massive stone blocks, you could use them to modulate the geometry. Sometimes thinking about how something would be built gives you tips.
Posted 18 years ago2006-03-31 13:21:41 UTC Post #171739
It's not textured as i said =) And thanks
Posted 18 years ago2006-03-31 17:02:35 UTC Post #171756
Interesting, if not intrigueing, style you're going with. Those curved ceiling beams do feel odd though - it feels 'impossible' with that stone texture, wood would fit better. But, these are temp textures so oh well. ;)

The map is somewhat dark and I assume that's by choice, but personally I prefer lighter maps, things set at daylight. They just play 'happier' for me somehow.

And yet another thing, which I think Poison Garden suffers from too: small, steep walkways. Those don't look too good for navigation and moveability to me. You may also want to avoid using the same texture of that floor on the wall so close by - it's hard to discern what's actually a path and what not. Don't want to confuse the players in a hot action zone, right? ;)
Posted 18 years ago2006-03-31 17:08:12 UTC Post #171758
Those walkways are small for a reason, you see. On that pillar i will place a gun, and i don't want it to be easy to reach. But on the rest of the walkways are almost to big.

And another thing, i don't know if you noticed it but by using the "grass" texture on both floor and celing the room get's a closed feeling. it has 4 exits so at first it didn't really come off as a room, but now it does.
Posted 18 years ago2006-03-31 17:22:43 UTC Post #171760
The map is somewhat dark and I assume that's by choice
Tosse is a fan of Painkiller and zombie movies, it's understandable.
I also think the map might end up too cramped. There are a lot of ways to map. One is making a big layout and detailing it. Another one is building room by room and detailing them before moving to the next (it looks like this is the case here, right?). If this is going to be a DM map, you need to include bigger areas where the long-range weapons are useful. Narrow hallways for the shotgun, etc. I get the best DM experience from maps like "Crossfire" or my own "Punishment2" (which happen to be daytime maps :) )
I think you have the skill to make this a very good map, you just have to make the right choices.
Posted 18 years ago2006-03-31 17:30:46 UTC Post #171763
I made the first room as a test room, testing arcitecture. it ended up like that. Then i thought out a whole map in my head and started mapping the Orithia, and you will get the big areas and the shotgun friendly hallways, some room for gauss jumping and rpg's. The idea i have is according to be a good idea. but it's one of those ideas that either end up boring or really fun, im hoping it will end up fun.

EDIT: it's mostly the small rooms with lots of greenery that's "dark" ingame it's brighter than the screenies, but some rooms will be brighter than others, it's hard to use the crossbow in dark areas.

2nd EDIT: It's a little unfair, you haven't seen enough to judge it yet, i was hoping for some comments on the theme and the arcitecture
Posted 18 years ago2006-03-31 18:22:20 UTC Post #171769
I guess you're right, but we can't comment on the screenshots we haven't seen yet :)

The theme is promising. I like everything related to ancient temples (12 of my maps are temples).
At this point, nothing (besides the ceiling structure) looks extremely original. I'm sure this will change and your ideas will make the map grow.

It's also hard to comment if the textures you show us aren't the ones you intend to put there...
Posted 18 years ago2006-03-31 18:33:11 UTC Post #171772
In the "room" it's the right textures, they arern't precfect yet, it's just basics, but it's those textures
Posted 18 years ago2006-04-05 21:25:10 UTC Post #172599
Making progress! :D
Posted 18 years ago2006-04-06 00:00:21 UTC Post #172607
Do you map by instinct or do you go by a plan. a pic of the plan could help visualize things.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-06 01:07:30 UTC Post #172608
Here's a plan, there will be a lower level, but i didn't include that. Now this isn't the final layout, just what i had in mind, and this will probably change as time goes by, everything doesn't work.
User posted image
Posted 18 years ago2006-04-06 07:46:35 UTC Post #172636
Oh, i like the small round rooms in the upper right corner. That's a neat landmark type area.

I know i'll be checking this map out when i can. :nuts:
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-09 19:12:16 UTC Post #173176
Lookin' awsome, Oskar ! ;)
Posted 18 years ago2006-04-09 21:36:18 UTC Post #173198
Yes it does look really nice, good luck with it. :)
Posted 17 years ago2006-05-16 06:30:54 UTC Post #180370
After a huge mappier-block im back on track, changed the layout in the map for a better flow and less long walks. I made a messy overview over the first floor, there will be some kind of basement but i didn?t draw that, so the map is not dead, i just haven?t worked on it a lot because of the mappers block.
User posted image
hopefully there will be some kind of in-game screenies in a near future, i still need to make some more textures and make the current ones better, and still some sprites missing. So it wont be done for months but it will come, someday.
Posted 17 years ago2006-05-16 06:36:54 UTC Post #180371
Looking mighty god Tosse..keep up the good work, look forward to playing it :)
Posted 17 years ago2006-05-27 20:18:51 UTC Post #182330
Here is another screenie for you, one of the checkpoints to keep track of your location. Not this room is far from done, so dont mind the sky or the use of textures, it still needs a lot of work but what do you think of the arcitecsture?
User posted image
Posted 17 years ago2006-05-27 20:43:53 UTC Post #182334
You mean the brushwork. It looks very nice IMO.
(Architecture involves brushwork, texturing, lighting etc)
Posted 17 years ago2006-05-29 07:10:09 UTC Post #182529
That is some good architecture...Does it lag at all?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-29 07:13:12 UTC Post #182530
Nope, no lag at all :)
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