KoKo5oVaR Posted December 26, 2007 Report Posted December 26, 2007 Eh, vulcan-shaped? What does that mean? If only crysis could look like that on my pc Quote
Thrik Posted December 26, 2007 Report Posted December 26, 2007 I think one problem Crysis mappers are always going to face is making something that stands out. After all, I look at those screenshots above and have a hard time working out whether or not it's just something from the original game (Though that at least says your quality standard is good!). I think an awesome project to embark upon would be to try and model one of the many Monkey Island islands, ideally one of one of those in the first three games (people prefer them). I'm betting if you did a really good job you could easily get Dugg, as well as posted about by the many gaming blogs/sites out there such as Joystiq and Destructoid (especially ones like MixnMojo). It'd also be quite challenging because they all have some pretty specific structures, rather than just being nothing but foliage and hills with some huts like most Crysis maps will be. http://en.wikipedia.org/wiki/Tri-Island_Area Just something to consider for a Crysis mapper who's familiar with the Monkey Island series and wouldn't mind some heavy publicity, anyway. Quote
KoKo5oVaR Posted December 26, 2007 Report Posted December 26, 2007 Holyshit yes thrik, it would be an immediate success, although you would need a lot of custom content if you plan to make the villages and the different scenes, even new models of vegetation why not .. Quote
ctswin Posted December 26, 2007 Report Posted December 26, 2007 Monkey Island! but don't make Monkey Island ¬¬ Non sucky 3d version of Mêlée Island please Quote
-HP- Posted December 26, 2007 Author Report Posted December 26, 2007 Lol, the idea is good but it would be a full blown TC! And one needed a dedicated team, and we all know how hard it is to find dedicated kids nowadays! Quote
Thrik Posted December 26, 2007 Report Posted December 26, 2007 Maybe you could just do part of the island? There was a project ages ago to make part of Plunder Island (pictured above) as a UT2004 map, where basically you were kept to a fairly linear area (eg: a single path through forest) but the illusion of being on the full island and being able to go all over it. Alternatively, you could make it so you can see the more detailed parts of the island (eg: the town in the island pictured above) but not actually go into them, unless you really want to produce all that custom content. It'd be an epic accomplishment, but it'd be damned fun. Monkey Island itself would probably be the easiest as it's mostly vegetation, beach, cliffs, etc. It'd really get your name out there anyway, which is good for a budding pro. I reckon you'd get some amazing publicity from it. Quote
D3ads Posted December 26, 2007 Report Posted December 26, 2007 Nice start, look forward to the progression Quote
Quakis Posted December 27, 2007 Report Posted December 27, 2007 I think one problem Crysis mappers are always going to face is making something that stands out. After all, I look at those screenshots above and have a hard time working out whether or not it's just something from the original game (Though that at least says your quality standard is good!). I think it'd be interesting to see what people can do with Crysis's engine that isn't a tropical island, or one that doesn't look like everything we've seen already in Far Cry or Crysis (haven't played the latter myself) Quote
Thrik Posted December 27, 2007 Report Posted December 27, 2007 Yeah. The reason I suggested Monkey Island stuff is they have quite a lot of architecture and stuff which is pretty pleasant on the eyes and non-Crysis, but still fits into the tropical feel. It'd be a good stepping stone between a seriously non-Crysis look and the classic Crysis look. Not sure how well it'd cope with full-blown urban type stuff, though. The engine can handle a lot of polies, but how many of those aren't generated on the fly with the foliage painters and stuff? Can you stick really high-poly buildings and architecture in there and it not look like ass? Quote
-HP- Posted December 27, 2007 Author Report Posted December 27, 2007 Not sure how well it'd cope with full-blown urban type stuff, though. The engine can handle a lot of polies, but how many of those aren't generated on the fly with the foliage painters and stuff? Can you stick really high-poly buildings and architecture in there and it not look like ass? Yup... CryEngine2 is a wonderful engine, I tell you! http://www.pcgameshardware.de/?menu=bro ... 173&page=1 Quote
D3ads Posted December 27, 2007 Report Posted December 27, 2007 A sweet, an urban environment [edit]lol cgtextures! Quote
Zeta Posted December 27, 2007 Report Posted December 27, 2007 wow that urban thing is looking great, what is it? The engine would be fantastic for it with a good art team. Quote
KungFuSquirrel Posted December 28, 2007 Report Posted December 28, 2007 This definitely looks cool so far, and that terrain tool you posted is really sweet; I'll have to check it out. I think one problem Crysis mappers are always going to face is making something that stands out. After all, I look at those screenshots above and have a hard time working out whether or not it's just something from the original game (Though that at least says your quality standard is good!). As far as what Thrik's saying, though, I think the biggest single thing you can focus on to make this map stand out will be overall scene composition. The first two shots look fantastic, but a lot of that is the Crysis content and rendering. In general it's still a little bit on the jumbled mess of foliage side. The palm trees are all sort of spaced out in a larger number of smaller clusters, which is especially apparent in the third shot. It does sometimes work out this way (see here: http://flickr.com/photos/rps/23373041/ or here: http://flickr.com/photos/kevineschmidt/1351690659/ ). You also could try non-standard foliage placement peppered on the beach to more gradually transition points into the full-on jungly bits, akin to this: Quote
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