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Work In Progress Thread
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BanditPanda Offline
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Post: #451
RE: Work In Progress Thread

Yo Battul, you could do something like this for the infantry, Like the way Close Combat does it?

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07-22-2015 03:43 AM
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Pookaball Offline
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Post: #452
RE: Work In Progress Thread

@Krutzelpuntz:
As much as I love this new map, I'll have ro agree with Fahrenheit that you shouldn't overdetail the buildings' walls so sprites are easier to control without layers. maybe you could tone down those textures and noise a little bit?

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07-22-2015 09:45 AM
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Trifon Offline
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Post: #453
RE: Work In Progress Thread

(07-22-2015 09:45 AM)Pookaball Wrote:  @Krutzelpuntz:
As much as I love this new map, I'll have ro agree with Fahrenheit that you shouldn't overdetail the buildings' walls so sprites are easier to control without layers. maybe you could tone down those textures and noise a little bit?

YEAH! Let's all agree with Fahrenheit cus he's definitely the one who said it

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07-22-2015 11:33 AM
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Pookaball Offline
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Post: #454
RE: Work In Progress Thread

God damn I'm a retard

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07-22-2015 02:47 PM
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Stefman Offline
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Post: #455
RE: Work In Progress Thread

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07-22-2015 04:32 PM
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Pookaball Offline
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Post: #456
RE: Work In Progress Thread

Is it WW1? Because I like it, but it could probably use more variety. Perhabs you could extend it and/or add a little hill somewhere? Maybe even caves?

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07-22-2015 06:46 PM
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Stefman Offline
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Post: #457
RE: Work In Progress Thread

Yes, it's inspired by WWI. The map is obviously WIP as all other in this thread, so if community says it's good, I'll expand it while keeping main theme. I'm trying to avoid too much details, though.

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07-22-2015 06:59 PM
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Krutzelpuntz Offline
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Post: #458
RE: Work In Progress Thread

I know I have a weakness for putting too much shit in one place,
but I'd love to see some more of this

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07-22-2015 08:12 PM
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Jafhar Offline
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Post: #459
RE: Work In Progress Thread

I've found trench warfare maps are really difficult from the whole side on thing, I wish I could pull it off that would be very fun to play on.

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07-23-2015 02:17 AM
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Krutzelpuntz Offline
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Post: #460
RE: Work In Progress Thread

I was bored so I played a around with an idea.

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07-23-2015 07:31 AM
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Stefman Offline
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Post: #461
RE: Work In Progress Thread

Cool! Mind if I'll use your part in further map development?

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07-23-2015 07:41 AM
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Krutzelpuntz Offline
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Post: #462
RE: Work In Progress Thread

Please do, I'd be honored, actually Grin

And I'd like to see what you come up with!

Also, before they would storm the enemy trench, they'd fire artillery at their lines.

Maybe add somewhere for that to be?
(This post was last modified: 07-23-2015 09:12 AM by Krutzelpuntz.)
07-23-2015 09:08 AM
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Battul Offline
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Post: #463
RE: Work In Progress Thread

(07-20-2015 06:08 PM)Krutzelpuntz Wrote:  map

So awesome, so slavic, so much detail, finally someone who doesn't care about making walls simple and adds detail. ;_;

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07-23-2015 03:17 PM
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Pookaball Offline
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Post: #464
RE: Work In Progress Thread

[Image: vMcf5Jp.png]

Looking forward to get this finished, except nowhere near doing that.

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07-11-2016 01:34 AM
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Snow Dwarf Offline
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Post: #465
RE: Work In Progress Thread

I like it, however the background pyramids would look better (maybe?) if they would be the color of the cliffs.

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07-11-2016 10:26 AM
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Krutzelpuntz Offline
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Post: #466
RE: Work In Progress Thread

I've been playing with the idea of making buildings (maps) in 3/4 view.
This is an example of how a building could look like. It's not done, but I'd like to know if it dosen't make any sense at all.
Or how I could make it more clear.
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08-10-2016 05:24 PM
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skaianDestiny Offline
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Post: #467
RE: Work In Progress Thread

There's some maps that have some aspects of 3/4th view, but not to extent of what you've done. Initial thoughts are that it's gonna be a bit more work in regards to effects and stuff. As for improvement, maybe increase the contrast between the back walls and the "3/4ths" ones.

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08-10-2016 10:22 PM
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Krutzelpuntz Offline
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Post: #468
RE: Work In Progress Thread

[Image: TpACkA.png]

More work on the map. Please tell me what you think Winky

Don't mind the strange contrast in the basement, I've been changing the colors out, trying to find something I like..

Ooops don't mind the white stairs either

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(This post was last modified: 08-15-2016 12:47 PM by Krutzelpuntz.)
08-15-2016 06:48 AM
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Gamma Plasma Offline
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Post: #469
RE: Work In Progress Thread

You know this is shaping up into something a little interesting. And it seems a fair bit more feasible than sorting out an isometric map like people once tried to do.

To state what first comes into my mind when I see this; my eyes are messing with me.

At times I'm having trouble seeing this as what you want me to. Sometimes is looks flat to me, as if the painter just changed colours, other times it looks like depth is reversed as if these were the outside of the front walls rather than the inside of the rear walls. Other times I see it like it's meant to be.

It's more prevalent when connecting rooms have the same style, my brain can obviously see separate rooms when the walls change style, e.g. toilets against stairwell, and in places where the ceiling is low and so there's not much side wall to tell me it's a wall rather a lighter paint job to highlight a door that's facing towards us rather than 3/4 to us.

Now I'm not a psychologist so I'm speculating it might be down to the inconsistent rotated perspectives? For example, I feel like the door is a lot more rotated than it should be or the windows aren't rotated enough, and vice versa.

Now I recognize you've probably done this for stylistic reasons, if you say made the windows "more 3/4 view" they'd become thin slits, obscured by the walls of the cavity they're contained in.
Still it might mess with my head even more if the wall patterns become more complex.

I don't know how effective or presentable this will be but do you think it would be possible to extend the walls that separate rooms down so it reaches the floor, and thus slightly covers the rightmost edge of the door a bit? It might exaggerate the fact that it's a separating wall more.
You also get the benefit of being able to use doors that have handles on the left instead, since it won't look like it's being supported by thin air/a small hinge in the top right corner.
After all not every door opens in one direction.

That aside I'm also wondering what would it be like if the side walls were wider, since as it stands you can't take cover by the side walls as most sprites are wide enough that they'll pass over the door frame and thus attacks that will go through the door will likely hit them.

Which sorta removes the point of having 3/4 perspective from a match standpoint, you want more degrees of freedom to work with.

The same goes for the stairs, I'm worried about some of the more wider sprites having trouble fitting on them in a pleasing manner.
Of course not every stairwell has to be wide, but most buildings with two plus stairwells have a variety of stair widths to accommodate, so if I could trouble you to add another stairwell for experiments please.

On other notes, what's your sprite for when a door is opened? It's nice to see the full door when it's closed but they are doors.

Lastly, are those scuff marks or graffiti on the cubicle walls? Because I find it hard to believe that the cubicle doors aren't an artistic mess either. Or are you trying to tell me someone "missed a spot" Winky?

Anyway I hope that was detailed enough to describe my optical dilemma in words, and give you some ideas (that you may or may not choose to use) on how to remedy it, it's still a pretty nice piece as it stands.

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(This post was last modified: 08-16-2016 01:29 AM by Gamma Plasma.)
08-15-2016 01:06 PM
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Krutzelpuntz Offline
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Post: #470
RE: Work In Progress Thread

Thank you, that was very useful!!!

[Image: A8IGrR.png]

Added thicker door frames to help the perspective

Added wall on the other side of the doors

Made an experiment with double doors, does it work?

I made a coupe of blue rooms to see if it helps

I made an end wall to help seeing perspective

Deleted the gym door, they where confusing

stairs are wider, and there are more floor between the stairs and doors

fixed (most of Unsure) the door direction (now it should make sense which side the door handle is at)

Drew quick example of open doors... Not the best, but it should give an idea of how it would work

The windows and doors are rotated right, but the windows where very wide, which made them look "normal" in 3/4 view. I'll change that Smile

Again thanks a lot for the feedback, I forgot to make the walls longer, but that should work fine I think.
Any comments to the bus? Plbbbfft

(Left and right stairs now also have the same amount of steps, making the rooms 3 pixels taller)

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08-15-2016 08:20 PM
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ltoblivious Offline
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Post: #471
RE: Work In Progress Thread

[Image: OCiCnpr.png]
I'm a little rusty, but I want to try and make a new map.
12-22-2016 09:01 PM
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haribo841 Offline
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Post: #472
RE: Work In Progress Thread

You are a map master, for first look, it looks very simple but when you add shadows and props it will be amazing!

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12-23-2016 08:41 AM
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ltoblivious Offline
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Post: #473
RE: Work In Progress Thread

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A little more polishing, I think I may add some buildings too but I'm not sure how yet. Thanks for keeping my old maps, I may try and update some of them like the one you posted.
12-23-2016 04:46 PM
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ltoblivious Offline
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Post: #474
RE: Work In Progress Thread

[Image: Jj69Z7x.png]
I think I may want to make it a wider map now, but is this too much? The right side doesn't have a lot going on with it at the moment, I might add some kind of defensible looking structure at the right edge and on top of the left hill.
12-24-2016 07:39 PM
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Lucan Offline
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Post: #475
RE: Work In Progress Thread

I think start with the laser shark.
12-24-2016 08:17 PM
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