Posts by Furyo
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http://furyo.dod-federation.com/others/ ... 120008.jpg
Here is what the added stone paths look like in game
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I'll come up with some of lesser quality (my rig can't handle the details on the previous screenies, they were taken by a friend of mine)
Basically I took the Flash cobble ground texture, and added an alpha channel to it so the grass/dirt in between stones would disappear, and used that in a custom overlay.
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I already changed that timber texture, except for the roof parts where as you said it fits quite well. I remember thinking that I'd try the timber one just to add variety, but it didn't work out too well.
Thx for your comments Mojo. I also added some stone paths as overlays over the grass from house to house and alpha painted the displacements so there'd be more dusty paths for the people that live there.
There'll be a playtest on Saturday, after which I'll see about releasing the map.
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That goes to show overviews should only be taken from straight down. Your comments are correct, only this layout doesn't apply to them really. Yes it's shaped the way Flash is, but the distances aren't nearly the same, and the fog coming into play separates the map in areas and lanes a way Flash will never be separated.
As for both teams clashing around the same chokepoint, my own playing preference would be to stay away from these maps because they get old extremely quick.
I've playtested this map 4 times before adding all the details, so I'm pretty confident it'll play alright by now (with some minor modifications probably). Time will tell I guess
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That's some very very good photography. Thx for sharing
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Philip asked for an overview of the map, so I went in game and threw together this one real quick
As you can see, a symmetrical position of flags (not of map design) which will hopefully play well for the pubbers and league matches, leaving each player to decide whether to go on the safer, longer route (river) or to cut through the village and go directly to the objectives. Flanking will always be an option, and depending on the class you play with, it should provide fairly non repetitive gameplay.
The dimensions are 7500 x 4700 Hammer units (playable area)
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Well Arttu, that's what some real houses would look like. I played on Flash yesterday and realized how simple the house designs are. I didn't want to go for that kinda buildings, as they're unrealistic to me. Villages were often made of parts of old adjacent buildings thrown together and rebuilt to make a new home, it was more often than not remnants of old buildings being reused all over again.
Pic #2 is the back of the house on #3. The fact that you mentioned #2 but not #3 shows to me that this feeling you have may be due to the textures used, as was pointed out by Zeon. I'll have a look at other textures.
Philip, the map probably won't be extremely damaged, however I will add some more. Most of the overlays are already in place, but being of greyish tone, they have a hard time showing through the fog. Thx for the blending tip, I'll make a custom one to use it more effectively
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These are 6 screenies of my current WIP. It's a DoDS map set in a small village, under heavy (unwelcoming) fog.
Lots of small details need to be ironed out (props fading) and some places need to be detailed a bit more, but overall the first public release should be this coming week end.
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That brushwork for the arches is nice, but really do yourself and the engine a favor and make that a model instead.
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Agreed, it's a slow start. Japanese gamers love text everywhere, and this is borderline unbearable to me. But if you bite the bullet and let it slide for the first 15 minutes you'll be fine until the end. Besides the story really grows on you.
Be prepared for 40 hours of pure gaming joy

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Speaking of fishing, those who haven't tried Okami yet really should. This game is a grand masterpiece from the beginning to the very end.
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In the second pic, dead center, the smoothing groups could maybe be toyed around with so you'd have a smoother transition in the lighting of your 90° angle. It more or less looks like the left side is completely in the dark and only takes ambient, where as the right side takes the sun directly.
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No I'll just buy them one after the other, but at least they're really cheap by then, and the fact that they exist makes it easier to dish out the money for the system. At least by then the system has proved successful, as opposed to full of promises.
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Quote from ReNo
20 great titles? I'm assuming you are rarely an early adopter of a system if you wait for that sort of number before committing!
Never bought a console until this august, the PS2. The PS1 was offered to me for xmas '98, 3 years after the launch and without me asking for it. 20 great titles already were available.
6 years after the release of the PS2, 20 great titles also were available.
I have yet to see that number on the Wii, and though I probably won't wait as long as for the PS2 (I was purely a PC FPS player until I discovered some of the console games by working at Ubi), I'm not convinced every game will use the Wii controler to its full extent, especially not at the start of the console, leaving much to be desired having seen tech demos of what it's really capable of.
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After playing various (non final) games on the Wii for the past 4 months now, I'm still undecided on getting it right at launch. Sure there are titles that will pretty much make the purchase worth it all, but I guess I want a solid 20 great titles on it before I'd be purchasing it with my eyes closed.
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Quote from Spellbinder
I won't vote just yet since you said US citizens. First of i like to ask why? Allthough if i try to use my logical side of my brain i would guess there is some problems in US with this. Anyway i would never buy a console. I could however play on them if i am at a friends house. Maybe if i was really rich and i wouldn't have to care that it is obsolete after a year or two.
I'm ready to bet Izuno's only refering to the european launch being delayed, and therefore currently only open to US customers.
With that said, I still voted, and no I'm not interested.
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It's with the street lights I have a problem. For one thing they're just too tall in comparison to your buildings. I have yet to see a street light that is THIS taller than any building in the vicinity.
Beside, and that's lighting related, a street light this high probably would leave a more subtle halo on the ground, because of the height of the light source. The pinkish color on the ground right now looks right for a night setting, but not this one. Just my two cents.
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Congrats Ferret ! Wtg man, Raven is lucky to have you !
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This isn't the answer you're looking for, but one way to have it work would be using point_viewcontrol entities anywhere you want, which replace the origin view at the start of the game (when accessing the menus in CSS/DODS for example), and you may be able to take clear screenies of those (meaning without the menus showing on top)
Of course you can use multiple said entities at once, they'll just show up one after the other until you've selected your class