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MadMapper
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Sneak Preview... (56k Warning!)

Post by MadMapper »

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Untitled... It takes (or is supposed to) place on Corsica... maybe Ill just call it Corsica. Under development, so nothings final... thats only about 35% done so far.... a big portion not even started on.
Bjarne BZR
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Post by Bjarne BZR »

Feels very box-like, but if you are only 35% done, that is only logical.
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MadMapper
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Post by MadMapper »

Bleh, I always have the box problem... any ideas on how to make it feel less box-like?
blue60007
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Post by blue60007 »

Looking nice! Sounds like we're in the same boat, the box problem. I've gotten better at not making maps boxy, I've found by adding pillars and things around corners and adding trim helps. Wherever two brushs line up you could put trim to blend the textures together. Where ever two brushes meet up, like where you'd miter, you could put a small pillar to add some extra dimensions. Adding curves and stacic things helps...
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MadMapper
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Post by MadMapper »

Heh thanks for the tips! Yeah, I really havent gotten to the static objects yet (Apart from the banners, obviously). Im also in the process of adding roofs to a lot of houses.
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Post by blue60007 »

Yeah, make sure the roofs overhang at least 16 units from the wall, that always adds another dimension.
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Bjarne BZR
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Post by Bjarne BZR »

Simple to answer: more details.

But harder to do... because lots of details drop FPS, so balance and most of all: experience... doing truff wrong is great! Because if you learn from it, you learn good stuff :)
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Post by panTera »

Better not use too many different walltextures as it might make it look untidy. To take away the blockiness try to use more angles and let some parts of the structures jut out a little or try the opposite and add some niches. And last but not least, to create more visual interest try to get some more difference in height, ie. raise or lower the ground in a couple places.
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Post by Bjarne BZR »

Oh, and another way to reduce "boxiness": Don't use boxes! :wink:

OK: not just a joke... There are 3 basic geometric shapes: Box, triangle and shere. If it looks boxy: use more of the other 2 shapes.
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Post by blue60007 »

Or a combanation of boxes to create different shapes...
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Post by kai0ty »

Bjarne BZR wrote:Oh, and another way to reduce "boxiness": Don't use boxes! :wink:

OK: not just a joke... There are 3 basic geometric shapes: Box, triangle and shere. If it looks boxy: use more of the other 2 shapes.
well what is a shere?
and also a square can be made of 2 triangles, so i guess hteres only 2 shapes :D
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Post by blue60007 »

I think he meant sphere :wink: . You're right two major shapes, spheres and triangles, execpt in a game just triangles. :wink: Well in real life the only true shapes are spheres, atoms.
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Post by Bjarne BZR »

kai0ty wrote:and also a square can be made of 2 triangles, so i guess hteres only 2 shapes :D
Yes and a hamster can be constructed from a large number of atoms... Build me one would you? :D
The circle/square/triangle is just basic art theory, sure you can make even your round stuff out of triangles ( and indeed: the compiler does exactly that ), but its not really that practical.
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Post by MPowell1944 »

Looks good so far.
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Post by MadMapper »

All the tips helped a lot!!
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