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WG Realms 2: Get Medieval on Their Asses!  "WG and DT present the ultimate 8-bit medieval fragfest"

User is offline   Mark 

#601

Just my opinion, but I would still like to see some sort of transitional flashing or even just a sound effect. As cool as the effect is, it seems too much like just walking through a regular wall opening. Find a balance between a teleporter effect and what you have now. Plus the transparent effect in front mentioned by others.
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#602

View PostMikko_Sandt, on Oct 16 2009, 06:13 AM, said:

Btw, looking at this old WGR2 video, what happened to those maps? Did you just convert them, copied some concepts over to the modern version or forgot all about them?


I converted most of them over, but not all. They arnt in the first episode. You can play them as user levels if you have the beta. wgx4,5,6,7 I think.

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I think the portals would look better with some sort of spectral translucent texture on them.

Yeah I thought about adding a puddle type sprite over the top, I never got around to it though, by the sounds of things DT may have a better idea anyway.

This post has been edited by William Gee: 16 October 2009 - 01:43 PM

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#603

Oh well, for the first time I feel like I have nothing left to do map wise. I'm about 99% done mapping. Just very minor things left to do to the maps.

A screenshot to celebrate.
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#604

Your mapping skills never cease to amaze me.

This post has been edited by KillerBudgie: 20 October 2009 - 05:06 AM

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User is offline   Hellbound 

#605

View PostKillerBudgie, on Oct 20 2009, 05:05 AM, said:

Your mapping skills never cease to amaze me.


Yeah, so simple and so complex at the same time... and so estetic :o
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User is offline   quakis 

#606

Oh, I love the purple and green combination. That actually looks really nice, and the fact the colours themselves aren't too bold either.
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#607

I really can't take it anymore : RELEEEEEEEEEEEEASE !
Or I'm going to do as this sweet kid : http://www.youtube.com/watch?v=-P7r9Y0SSBQ...feature=related
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User is offline   Danukem 

  • Duke Plus Developer

#608

View PostHeadless_Horseman, on Oct 21 2009, 05:30 AM, said:

I really can't take it anymore : RELEEEEEEEEEEEEASE !
Or I'm going to do as this sweet kid : http://www.youtube.com/watch?v=-P7r9Y0SSBQ...feature=related


We're getting very close. But there's a phenomenon that happens with big projects like this -- as you approach the finish line, the finish line moves farther away. This happens because we keep finding things that need to be fixed, and remembering things that need to be added, and then thinking of new things that need to be added. That process does not go on indefinitely, however, and we seem to be reaching the end of it. Fewer and fewer issues are popping up, and the to-do list is getting shorter.
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#609

No wonder you missed the August release...
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#610

Since Ive finished building on Episode1, I thought Id look through the other stuff I had to piece together something for episode2, there was quite a lot of stuff around.

Some Screenshots of Episode2. gotta find some more skyboxes.

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#611

Those look really good.
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User is offline   quakis 

#612

The level in the last two shots look very dark in comparison to the skybox. It looks rather odd.
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#613

Pics 5 & 6 are simply EPIC.
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User is offline   Danukem 

  • Duke Plus Developer

#614

View Postquakis, on Oct 23 2009, 05:19 AM, said:

The level in the last two shots look very dark in comparison to the skybox. It looks rather odd.


It's because the game automatically darkens distant areas, but that can easily be corrected.

This post has been edited by DeeperThought: 23 October 2009 - 06:51 AM

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User is offline   Sangman 

#615

I agree with Quakis, but also those big large structures look really weird. It doesn't look bad but it shows none if the nice colours and all that that are present in other screenshots. Really love the purple and brown stuff :o
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User is offline   Plagman 

  • Former VP of Media Operations

#616

Hint: these are trees.
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User is offline   Sangman 

#617

Doesn't really matter.. they look really really weird, trees or not. They're a couple of giant, boring blocks..

I'm not against the idea of inserting huge structures but they should be less dull than that.
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User is offline   quakis 

#618

The more I look and think about it, the more I start to agree with Sang. Large branches and leaves at the end could give them some more shape and colour. Maybe large fruits or visible 'bird nests' (or whatever type of beast; just examples) to give those trees some more diversity between themselves. Possible moss on the bark, and long vines hanging down.
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User is offline   Sangman 

#619

Exactly; if they're huge trees then they should be instantly identifyable as such, without even forcing the player to look up. :o
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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#620

View PostSangman, on Oct 24 2009, 09:42 AM, said:

Exactly; if they're huge trees then they should be instantly identifyable as such, without even forcing the player to look up. :o


Maybe once you have tried the mod you will be eating those words...
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User is offline   Mikko 

  • Honored Donor

#621

View PostSangman, on Oct 23 2009, 11:42 PM, said:

Exactly; if they're huge trees then they should be instantly identifyable as such, without even forcing the player to look up. :o


Yeah, and it'd help if the skybox had big trees as well.
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User is offline   Sangman 

#622

View PostThe Commander, on Oct 23 2009, 11:30 PM, said:

Maybe once you have tried the mod you will be eating those words...


I somehow doubt you've tried it yourself so urh what?
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#623

lol. He has tested the mod, but that trees level wasn't in the pack, nobody has played it not even DT.
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User is offline   Mikko 

  • Honored Donor

#624

Actually, the tree level is in the pack but it has not been textured.
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#625

At least when Episode 1 comes out. It won't be so bad waiting for the next one...
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User is offline   Sebastian 

#626

William: I don't know if you read National Geographic, but this month's edition has a fantastic special on super old and super huge trees. It's really quite interesting, it might also inspire you some.
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User is offline   Danukem 

  • Duke Plus Developer

#627

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I "made" a font and added some other stuff.
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#628

Aside from William Gee's mapping skills. Your coding skills never cease to amaze me either.

That font fits in with the Medieval theme really well.
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User is offline   Sangman 

#629

Looks great! The only thing I can think if is that the I looks like a 1 or a lowercase L. Nice work!

This post has been edited by Sangman: 28 October 2009 - 02:25 PM

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#630

It does look a bit like a '1'. But most people probably won't notice it.

This post has been edited by KillerBudgie: 28 October 2009 - 03:50 PM

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