Jump to content
The Dark Mod Forums

Darkmod: Inspiration thread


Bikerdude

Recommended Posts

  • 3 weeks later...

that last shot looks very doable in TDM.

 

And the middle one looks similar stuff I did in Mandrasola harbor area. Very doable as long as the player is limited to some area. In retrospect, modular construction and LOD modeling for building facades would allow even more detail and freedom.

 

Mandrasola_7.jpg

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

! Dang, wish I could build that fast. Looks really good.

Its all very basic geom for the most part thats why.

Would like to see it in a much more realistic scale.

Yeah, agreed. The problem is the painting itself isnt scalled correctly either. Its like the background was an afterthought.

Whoah Biker, that looks really neat.

well you can thank the original painting :-)

Link to comment
Share on other sites

Pretty good recreation. While really tall stuff looks cool I just find the proportions of the scene to be slightly ridiculous. Would like to see it in a much more realistic scale.

 

I find Biker's painting inspired work great. The Z-dimension is too often forgotten in TDM maps. If you think about TDM maps overall, they actually are quite flat. They don't need to be.

 

While the proportions are indeed unrealistic, I find them great regardless. TDM is a game: gameplay trumps realism. TDM mapping can also be considered as a visual art: an interesting scene trumps a less-interesting realistic scene. Very often artists intentionally skew the proportions towards the unrealistic regime in order to make the scene look more interesting. This painting and Biker's excellent version is a great example of this habit. I think TDM mappers should do more: be a little bit more bolder and take a few more steps from the realistic regime. Exaggerate a bit.

 

There is a lot to be learnt from these shots.

 

There are other reasons why such tall buildings are great.

1) Compartmentalization: they are high walls. Players cannot get too high. I admit the vista-ranges get a bit high, but maybe LOD model building facades will help?

2) Gameplay. The mapper could have a ground-level access route and then an alternate balcony route in the same area. Rope arrows will work fantastically in such environment. If large walls compartmentalize the gameplay area edges, some less tall buildings could allow some roof-top routes, Dishonored style.

 

Very, very inspiring work! It would be cool to see a larger area inspired by this kind of architecture.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

The game Dishonored was defined by that kind of architecture.

I think some game studios have picked up on the same points you just made, Sotha.

 

You double or triple the gameplay space without sprawl; it lets you have more z-movement without long lines of sight; naturally compartmentalizes leafs in a believable & interesting way; gives a bigger sense of scale to the world and has the player looking up and around a lot...

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Maybe it's just me but I think Biker exaggerated the z-dimension a bit more then it was in the painting. Anyways, I agree with Sotha. Good gameplay (rope arrows, alternative rooftop routes) is much more important then realism. This counts especially if it also allows easy optimization. If you are on the ground and cannot access the rooftops you can keep the latter on low detail and vice versa.

Very, very inspiring work! It would be cool to see a larger area inspired by this kind of architecture.

This would indeed be very cool. :smile:

 

EDIT: @Biker, can you upload the map file somewhere if you don't want to work on it furthermore. I guess it would be nice to take a look on it. ^_^

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Thanks alot, mista. :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I find Biker's painting inspired work great. The Z-dimension is too often forgotten in TDM maps. If you think about TDM maps overall, they actually are quite flat. They don't need to be.

 

While the proportions are indeed unrealistic, I find them great regardless. TDM is a game: gameplay trumps realism. TDM mapping can also be considered as a visual art: an interesting scene trumps a less-interesting realistic scene. Very often artists intentionally skew the proportions towards the unrealistic regime in order to make the scene look more interesting. This painting and Biker's excellent version is a great example of this habit. I think TDM mappers should do more: be a little bit more bolder and take a few more steps from the realistic regime. Exaggerate a bit.

 

There is a lot to be learnt from these shots.

 

There are other reasons why such tall buildings are great.

1) Compartmentalization: they are high walls. Players cannot get too high. I admit the vista-ranges get a bit high, but maybe LOD model building facades will help?

2) Gameplay. The mapper could have a ground-level access route and then an alternate balcony route in the same area. Rope arrows will work fantastically in such environment. If large walls compartmentalize the gameplay area edges, some less tall buildings could allow some roof-top routes, Dishonored style.

 

Very, very inspiring work! It would be cool to see a larger area inspired by this kind of architecture.

 

Yeah thanks for the design lesson.

 

Yeah yeah, games aren't reality, blah blah.

 

This scene as it is would fit perfectly into TF2, a game of comical proportions.

 

TDM is based on realistic design. Nothing wrong with a little over exaggeration, But hyper proportions like that just can't be taken seriously.

Dark is the sway that mows like a harvest

Link to comment
Share on other sites

Just for kicks I did a quick mockup of the scene below.

WANT.

 

Pretty good recreation. While really tall stuff looks cool I just find the proportions of the scene to be slightly ridiculous. Would like to see it in a much more realistic scale.

It's not that far from what you can actually see IRL in Hansaetic cities.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Link to comment
Share on other sites

TDM is based on realistic design. Nothing wrong with a little over exaggeration, But hyper proportions like that just can't be taken seriously.

 

I completely disagree, sorry. In medieval cities you can definitely find high walls like these and sometimes crazy elevation, maybe not as tall, mind you, but pretty similar anyway and I know what I'm talking about. Besides, it doesn't look out of place at all in TDM and Sotha's points are very true. Daytime lighting may make it look 'flat' or something, but I'm sure that with proper night-time lighting it could be more believable for you.

 

I for one would love to roam around in a city such as this in TDM.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 3 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...