[TCoTD : Apocalypse] Outdated | Obsolete

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Postby Mechadon » Tue Oct 02, 2007 9:56 am

Wowow...I'm loving the atmosphere your pumping into this! Can't wait to see more screenshots :)
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Postby Amuscaria » Tue Oct 02, 2007 10:22 am

As far as I can see, this is probably one of the very few doom maps with superb atmosphere. Very well done. I think the Hellstorm remake will benefit from these effects.
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Postby Jimmy » Tue Oct 02, 2007 11:31 am

I'm not entirely sure I like the way the moon looks. In my opinion it should be a sprite so it doesn't look skewed when viewed from certain angles in the skybox. The same could probably be said for the stars, as in they look weird, so I suggest having the skybox more of a skycylinder. :D
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Postby Tormentor667 » Tue Oct 02, 2007 11:36 am

@Jimmy - With a sprite, I would run into different problems because of the way it looks when viewing it from below. You know what I mean...

Image
New shot, now we are in the city. Not much detail yet, I am just concentrating on the simple layout.
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Postby Gez » Tue Oct 02, 2007 11:47 am

If the sprite is in the skybox, I don't think you can ever see it from below -- your point of view will always be from the point where the skyboxcam is.
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Postby Graf Zahl » Tue Oct 02, 2007 12:23 pm

jimmy91 wrote:I'm not entirely sure I like the way the moon looks. In my opinion it should be a sprite so it doesn't look skewed when viewed from certain angles in the skybox. The same could probably be said for the stars, as in they look weird, so I suggest having the skybox more of a skycylinder. :D



This has nothing to do with the geometry of the skybox. A six-face skybox texture is a projection of a sphere onto a cube and therefore perspectively identical.

The distortion comes from the way 3D cards handle projection onto a 2D plane. The larger the angle between the viewing direction and an object's direction gets the larger the distortion. You'd need highly complex mathematical models to get something else and those methods have their own disadvantages aside from performance.

Gez wrote:If the sprite is in the skybox, I don't think you can ever see it from below -- your point of view will always be from the point where the skyboxcam is.


Sorry, not true. First, the skybox is not the ZDoom type but the Quake2 type and second, we had this in KDiZD and it looked considerably worse than the distortion you can see here (it's not in the final version because it was changed for that reason.)
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Postby Mechadon » Tue Oct 02, 2007 12:32 pm

Lovely <3

The guillotine looks very cool. It'd be neat if you could actually have the player have his head cut-off if you walked underneath it ;)
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Postby Gez » Tue Oct 02, 2007 3:01 pm

The guillotine looks exactly like the one in the first episode. Walking underneath it was the simplest secret of the map...
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Postby Unknown_Assassin » Tue Oct 02, 2007 11:26 pm

Are you going to make the guillotine actually do something to the player rather than help the player get to a secret?
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Postby Tormentor667 » Wed Oct 03, 2007 5:31 am

Right now it's simply a "decoration", but maybe I will change this later.
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Postby .+:icytux:+. » Wed Oct 03, 2007 7:56 am

lol :P

change texture offset and kill activator XD
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Postby Tormentor667 » Wed Oct 03, 2007 8:05 am

Moving the ceiling might also work as it's a sky ceiling ;)
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Postby .+:icytux:+. » Wed Oct 03, 2007 8:11 am

well i was just thinking if a monster goes into it and you see what happen...
then the sky comes...
auch...
and people shouts "lowquality gore porn"


maybe my idea would be better in that case XD... whatever :P

tough it would be fun seeing all the monsters get squished in it ^^
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Postby Tormentor667 » Thu Oct 04, 2007 8:54 am

Okay guys, still working on the map and I got some more stuff finished but nothing worthy yet to show. The cemetary is done, some building exteriors in the city are done, I added a river through the city and I added interior stuff of the mall. More to come soon ;)
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Postby Tormentor667 » Fri Oct 05, 2007 3:11 pm

More shots as promised:

Image

Image

Image
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