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Discussion in 'Garry's Mod: Flood' started by Dawson, Jun 22, 2014.
This is absolutely fantastic. I'm super interested in playing this map, make it happen.
I've awarded you with 30 tokens for Fantastic Ultra Realistic Extraordinary Dedication. Use them well.
Lets make this happen!
You've probably noticed that the resident Devinity map maker of sorts has not been doing anything lately (meh).... I've been sorting out moving to Oregon and vacationing in stupid parts of America. But I have some spare time for the next few weeks so I will start attempting to make maps.... I like this idea and I'm going to make it happen.. Look forward to a post tomorrow or so addressing custom textures that I will be making/requesting.
Walls, Seemless texture found on google that I colored a deep purple, I really like this one..
Heres the floor... I dont particularly like it but Ill put it here just to demonstrate color difference...
Ill look for a better one later. (also colored this one using paint.net)
Great concept you've got here. I'd love to see it come to life and see how it would play out in game.
You shall see a in-game concept of it tonight! for as I start the creation as soon as I get home!
Also Dawson add me on steam, since this is your idea you need to get hands on experience with it and provide me with all your whimsical ideas.
wait your away for 10 weeks?? ?
Yes, I'm currently at a summer internship program at UCR and will not be available on Flood for at least another nine (9) weeks. On days when I have time to spare, however, I will be able to communicate here-and-there on the forums.
For a map design that has some potential, I urge everyone to NOT RUSH IT ITS PRODUCTION. As a community, let's first think over more details that would both look good on paper and in practice. The more time that a map has to simmer, the better it'll look. Until then, hold back on physically compiling Toxic Tower.
**Added texture preferences/suggestions in the main post**
Well Ive started full on production and its turning out great, although textures... well, Im using place holder ones for now.
And by full out production.. I mean I have the shape, of the map, along with water, rooms, the circle spawn room, the main water thing connecting to water in the other thing.. and yeah...
Still needs ton of details
Early EARLY SUPER EARLY SUPER RIDICLKSAjf;klafg early look. ALL TEXTURES/LIGHTING/DETAILS ARE SUBJECT TO CHANGE!!!!
NOTICE HOW IT DOESNT HAVE HIGH WALLS YET?? WELL THATS BECAUSE I HAVENT PUT THEM YET ,m;ldksmf;klsdfl;kasdfasd
the torches are ok looking, although I will change them if dawson requests..
btw the water connects from the big pool to the spawn area pool
Looks like it's shaping up so far. More tweaking will definitely be needed; I'll throw in a complementary checklist that highlights important aspects of the map's layout.
(I) The size ratio between the rotunda and the rest of the building arena should be greater in scale.
(II) Iron bars/grates should cover the toxic pool in the rotunda
(III) Torches should be scaled smaller in size and thinned out. Lower the height placement of them too, if possible.
They should also become extinguished as soon as the fluid immerses them 1/3rd of the way.
(IV) Main building pool should be further widened out.
(V) Be sure to incorporate a build room that faces opposite of the rotunda.
(VI) Aesthetic details such as chains and small drainage grates should be looked into.
(VII) Architecture should be reminiscent of medieval buildings/dungeons: dark, damp, and gloomy.
I'll add more as we go along. Much appreciate your enthusiasm to get this concept work off the ground.
Only one on the checklist that Im not gonna do......
(V) Be sure to incorporate a build room that faces opposite of the rotunda.
After thinking about it, it really doesnt make sense to have a room just smack on the side on its own, it also looks to much like the main map... :/
It was implemented in Canal's and nobody has had issues with it. In fact, I think that room would be feasible to keep because players that wanted to construct a boat midway between the other rows could have better privacy. The vacant lots between the middle building room could also slightly conceal builders there too.
Until further notice, let's keep it there.
Considering Ive made the doors metal barred, people can see inside and stuff to any room.... Ill think about putting it in though......
Did someone say screenshots?
Door way enterence to rooms.... just a concept...
resized torches to more reasonable size....
added in a custom made grate that took a long time to make.... because hlf2 and its low res textures I had to make one :/
close up look,
made a hole in the grate that looks quite nice, just the perfect size for a player to fit through!
underwater view of the grate.
underwater I put in a nice bottom layer of mud/silt watever....
this hole leads into the main body of water... Im deciding if I want to put a grate on it...
this is where it empties out..
walls are in, I can tell they need a lot of detail added to them. their height is approximately 7 times the height of the room walls.
Random shot looking through the new room door, (THE ROOM DOOR/OPENING/FRAME/EVERYTHING IS STILL A CONCEPT AND WILL PROBABLY BE CHANGED)
inside of the room...
Outside.................. random house I made because I got bored.... There was mountains and I plan on putting them back in as soon as everything else gets sorted out.
outside again, it looked a lot better then this but I had to remove chunks of the grass because the water was glitching, I have it fixed now and will start workin on it again.
As soon as I figure out what design for the door/doorway will be Ill put the lights back in.
NEXT THINGS YOU WILL BE SEEING WHEN I GET AROUND TO POSTING AGAIN
-Custom textures (I want to put them in now so I can see what Im doing...
-different doorway design?!?!?!
-wall details. (I dont know what im gonna do yet so give me suggestions.
-small details underwater/above water and in the spawn zone.
-improved outside enviroment
-removal of herobrine
EDIT: forgot to show windows!!! concept, need input..
Oh darn - it should have occurred to me to bring up the style of the dungeon doors sooner. Well for the extra privacy I thought they could be solid iron rather than bars. If possible, we could try creating a door that closely resembles the metal ones, albeit without the slot and perhaps slightly thicker.
For an added aesthetic to locking doors, we could consider installing separate iron gates that can be made to close in on them. A concealed, slotted compartment would facilitate the drawing and retraction of the gates, and two of them are assigned per door: one on the outside and one on the inside. Upon entering a room for the first time and flipping a switch, the gates will not close in until the room's door itself is first closed completely. Depending on what would be more appealing, the gate mechanisms can either be be made to drop down from the same ceilings that come in contact with the tops of the doors or they can slide into place sideways.
Since we will definitely be needing to adopt some form of architecture, I'll provide some sample screenshots depicting gothic-based architecture. I really think that adopting arches and pillar designs to tower's inner walls would help to add more detail.
For suggestions on wall, floor, and ceiling textures they have been recently incorporated into the beginning post.
I was actually thinking about doing arches and pillars. I have currently getting textures figured out and making some decoration textures and stuff...
After a recent conversation with Rick I have decided on adding in a sign in his honor. It still needs some work but Ill have my people sort that out.
Sensai, King of Scrubs.
Before we continue any further on the tower expansion I must remind you that any windows and panes installed into the sides must be completely walled off from the outside.
They aren't called doors, their called windows, of course.
Doors? What do you mean?? I wasn't speaking about doors of any sort. Just the windows that will be positioned on every other floor of the tower beginning at F1.