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Ungoliant's map thread


ungoliant

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map type: cave/subterranean.

There, I'll just keep that little tidbit up on top of this thread in case anyone wants to know.

 

This is my thread for posting my screenshots, progress updates, requests for advice, etc etc. For now, work has begun and is going well (but not well enough for screenshot yet). I haven't thought to far into the map yet but I have my concept for my starting area.

 

Cave entrance is boarded up and semi-collapsed. Player gets in through a hole above the door that is high up and unreachable by the player (will be cool if i can fanagle the player to slide down rocks and drop for starting position). There will be many cracks, and holes in the wall/door leading out of the cave, and there will be lots of sunlight flooding in, including some sunbeam particle types with floaty dust. Right now to emulate bright light outsidea dark cave, I'm just using a big flat patch textured with _white behind all the gaps. It looks great for now, but later I might try a cubemap with some foliage/rocks outside the cave. Lots of old wooden beams and a boarded up door covered with rocks. in the first 75 feet it goes from well-lit white-ish sunlight to very dark, and I'll probably set up a trigger in the first dark area with some nice distant howling sounds (thinking about using werebeasts in the FM :ph34r:)

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will be cool if i can fanagle the player to slide down rocks and drop for starting position

I read somewhere on the forum that there is slippery ice. You might to use that if we go for an autumn/winter theme. There may some other technical way making a texture/surface slippery. Feels advanced though.

 

 

There will be many cracks, and holes in the wall/door leading out of the cave, and there will be lots of sunlight flooding in, including some sunbeam particle types with floaty dust.

sounds beautiful.

 

Right now to emulate bright light outsidea dark cave, I'm just using a big flat patch textured with _white behind all the gaps. It looks great for now, but later I might try a cubemap with some foliage/rocks outside the cave.

ehh ok, now you've lost me, leaving noob stuff behind ... ;)

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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