Conquer Club

Dungeon of Draknor - Halls of Testing [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Postby cairnswk on Sat Oct 27, 2007 1:04 pm

Nice work WM...this is coming along well! :)
Image
* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
User avatar
Private cairnswk
 
Posts: 11510
Joined: Sat Feb 03, 2007 8:32 pm
Location: Australia

Postby unriggable on Sat Oct 27, 2007 1:16 pm

I think assassin + fog of war on this map will be intense on a spectacular level.
Image
User avatar
Cook unriggable
 
Posts: 8037
Joined: Thu Feb 08, 2007 9:49 pm

Postby militant on Sat Oct 27, 2007 2:54 pm

I like the map without torches, although the map doesnt say its a dungeon to me, it still looks clean, maybe you could add skulls bnes blood and other dungeon like things,
User avatar
Sergeant 1st Class militant
 
Posts: 923
Joined: Mon Jul 30, 2007 1:25 pm
Location: Playing Mafia

Postby Coleman on Sat Oct 27, 2007 8:09 pm

Agreed on more dungeon things. I'd like to see this overloaded with aesthetics.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby mibi on Sat Oct 27, 2007 10:37 pm

i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby spinwizard on Sun Oct 28, 2007 4:06 am

You could realy go 2 town on the graphics,

culderns,
shelfs,
archery targets ect.,

get that 1px brush out! :D
User avatar
Private 1st Class spinwizard
 
Posts: 5016
Joined: Sun Dec 10, 2006 9:52 am

Postby WidowMakers on Sun Oct 28, 2007 8:16 am

mibi wrote:i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
I originally had it that way. But the texture really starts to be lost and people are already saying it is hard to tell the different areas apart.

I will increase the darkness and see what everyone thinks.
Plus I could always add colors too. I know you did not want that mibi but that might be a way to have really dark rooms and still tell them apart.

WM
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Postby mibi on Sun Oct 28, 2007 10:08 am

WidowMakers wrote:
mibi wrote:i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
I originally had it that way. But the texture really starts to be lost and people are already saying it is hard to tell the different areas apart.

I will increase the darkness and see what everyone thinks.
Plus I could always add colors too. I know you did not want that mibi but that might be a way to have really dark rooms and still tell them apart.

WM


consider the orderlyness of the map, I find it a bit hard to believe that anyone who has taken at least 3 seconds to look at the map is confused about which area is which. And really tho, is confusion part of a dungeons mystique. But I would rather have a well lit dungeon than a one with colors in it.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby unriggable on Sun Oct 28, 2007 12:09 pm

Stealth should be 2 - five territs, two entrances.
Image
User avatar
Cook unriggable
 
Posts: 8037
Joined: Thu Feb 08, 2007 9:49 pm

Postby yamahafazer on Sun Oct 28, 2007 3:58 pm

mibi wrote:
WidowMakers wrote:
mibi wrote:i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
I originally had it that way. But the texture really starts to be lost and people are already saying it is hard to tell the different areas apart.

I will increase the darkness and see what everyone thinks.
Plus I could always add colors too. I know you did not want that mibi but that might be a way to have really dark rooms and still tell them apart.

WM


consider the orderlyness of the map, I find it a bit hard to believe that anyone who has taken at least 3 seconds to look at the map is confused about which area is which. And really tho, is confusion part of a dungeons mystique. But I would rather have a well lit dungeon than a one with colors in it.


I have to go with mibi here. One thing I did think when looking at it though is if you did take out some of the lights from some small rooms and made it all a bit darker you could have light shining into the darker rooms (cos theres no lights in them) in streeks through the doors. I think it would look cool!!
Image
User avatar
Private 1st Class yamahafazer
 
Posts: 211
Joined: Fri Aug 24, 2007 9:56 am

Postby WidowMakers on Mon Oct 29, 2007 5:52 am

yamahafazer wrote:I have to go with mibi here. One thing I did think when looking at it though is if you did take out some of the lights from some small rooms and made it all a bit darker you could have light shining into the darker rooms (cos theres no lights in them) in streeks through the doors. I think it would look cool!!
I originally thought of the lights through doors idea. BUT all of the doors are shut and locked. If they were open then they would not be 1-way doors.

I will darken the map and try to get a better "dungeon" dark look. Plus add lots of things to the rooms.

WM
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Postby yamahafazer on Mon Oct 29, 2007 8:18 am

WidowMakers wrote:
yamahafazer wrote:I have to go with mibi here. One thing I did think when looking at it though is if you did take out some of the lights from some small rooms and made it all a bit darker you could have light shining into the darker rooms (cos theres no lights in them) in streeks through the doors. I think it would look cool!!
I originally thought of the lights through doors idea. BUT all of the doors are shut and locked. If they were open then they would not be 1-way doors.


Humm yes that would be a problem.... aaah weeeeell.
Image
User avatar
Private 1st Class yamahafazer
 
Posts: 211
Joined: Fri Aug 24, 2007 9:56 am

Postby WidowMakers on Fri Nov 02, 2007 9:45 pm

Version 8

New Title and Darker rooms.

Still need to add details to the rooms.
Image
Last edited by WidowMakers on Sat Nov 03, 2007 8:09 am, edited 1 time in total.
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Postby mibi on Fri Nov 02, 2007 9:59 pm

looks great!
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby Unit_2 on Fri Nov 02, 2007 10:54 pm

yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.
Image
User avatar
Cook Unit_2
 
Posts: 1834
Joined: Sun Jan 14, 2007 12:59 pm
Location: Pennsylvania, U.S.A, North America, Earth, Milky Way, Universe.

Postby sparkyball on Fri Nov 02, 2007 11:03 pm

Unit_2 wrote:yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.



If you can't figure out roman numerals I think thats a problem you will have to work out... I think they work better with this map the way they are
Lieutenant sparkyball
 
Posts: 324
Joined: Fri Sep 08, 2006 4:10 pm
Location: if i was up your ass youd know

Postby militant on Sat Nov 03, 2007 9:00 am

mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.
User avatar
Sergeant 1st Class militant
 
Posts: 923
Joined: Mon Jul 30, 2007 1:25 pm
Location: Playing Mafia

Postby MasterKujacnbsh on Sat Nov 03, 2007 10:24 am

Unit_2 wrote:yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.


lol, speak for yourself! this "younin" can figure out roman numerals.

It looks much better that way.

In case you really need help (its pretty simple):
Image
User avatar
Private MasterKujacnbsh
 
Posts: 64
Joined: Fri Nov 02, 2007 6:47 pm
Location: In a land of magical unicorns and rapists who rip your eyes out and then like eat them and stuff....

Postby yamahafazer on Sat Nov 03, 2007 10:31 am

sparkyball wrote:
Unit_2 wrote:yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.



If you can't figure out roman numerals I think thats a problem you will have to work out... I think they work better with this map the way they are


Definatly.. normal numbers would ruin the look of the map and legond... and anyway all you need to do is go and find a clock with Roman numarals on it... it's not that hard.
Image
User avatar
Private 1st Class yamahafazer
 
Posts: 211
Joined: Fri Aug 24, 2007 9:56 am

Postby yamahafazer on Sat Nov 03, 2007 10:34 am

militant wrote:
mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.


Definatly very good work. However I think militant is right. If you want a skull up there I think that you should put it on top of a pike or somthing like that. It just dosn't look right how it is right now.
Image
User avatar
Private 1st Class yamahafazer
 
Posts: 211
Joined: Fri Aug 24, 2007 9:56 am

Postby WidowMakers on Sat Nov 03, 2007 11:44 am

yamahafazer wrote:
militant wrote:
mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.


Definatly very good work. However I think militant is right. If you want a skull up there I think that you should put it on top of a pike or somthing like that. It just dosn't look right how it is right now.
Well I want a torch to give the lighting effect across the title.

So should I remove the skull from the torch and just have a skull on a pike post or pike next to it between the legend and the torch?

WM

EDIT: I am going to remove the skull completely. I will use it for level 2. Crypts and Catacombs. Lots of dead things down there.

WM
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Postby yamahafazer on Sun Nov 04, 2007 9:09 am

WidowMakers wrote:
yamahafazer wrote:
militant wrote:
mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.


Definatly very good work. However I think militant is right. If you want a skull up there I think that you should put it on top of a pike or somthing like that. It just dosn't look right how it is right now.
Well I want a torch to give the lighting effect across the title.

So should I remove the skull from the torch and just have a skull on a pike post or pike next to it between the legend and the torch?

WM

EDIT: I am going to remove the skull completely. I will use it for level 2. Crypts and Catacombs. Lots of dead things down there.

WM


Sounds good. Just to answere the Q about where to put it not that there's going to be one on this map now... I Would put it near the torch but behind the title... looking very dark and leaning hard to the left looking like it's against the wall but about to fall over.
Image
User avatar
Private 1st Class yamahafazer
 
Posts: 211
Joined: Fri Aug 24, 2007 9:56 am

Postby Vace Cooper on Sun Nov 04, 2007 2:26 pm

what if the arrows were spears?
User avatar
Sergeant 1st Class Vace Cooper
 
Posts: 537
Joined: Wed Feb 14, 2007 12:12 pm
Location: MN

Postby AndyDufresne on Sun Nov 04, 2007 2:35 pm

I like the way it's looking, WM!

The new lighting in the dungeon looks superb, and it adds to the overall creepiness. Whenever you start to add some detail to the rooms, I'm sure it'll make it even more realistic.

Looking at this map, brings me back to the days when Jota first started this map, and some of the early hype around it...it's nice to go back that early time. :)

I really look forward to using Fog of War on this map...it just screams out to be used here. :)


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Postby yamahafazer on Mon Nov 05, 2007 3:04 am

Vace Cooper wrote:what if the arrows were spears?


This idea seems to have a bit of merit. It wouldn't be hard. Just darken the tip and make the what would now be the spears poll a light woody kind of colour.
Image
User avatar
Private 1st Class yamahafazer
 
Posts: 211
Joined: Fri Aug 24, 2007 9:56 am

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users