Author Topic: LAOM Sequel  (Read 742 times)

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Offline underTaker

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LAOM Sequel
« on: April 26, 2010, 11:13:48 AM »
First of all - LAOM (LA Once More - my first episode) isn't yet relased. However - it is ready, but it will be relased later (be patient ;) Couple days ago i started making map. It will be sequel of the episode.

I've done pretty much i think. All will be happening around chemical facility complex hidden deep in desert. I already have some screens. However, they show some locaitons that are not completed yet.

As previous i decided to post here, because im soo lazy, ale i need good motivation, so i will do progress :)

Well, here are the screens:





Offline Mikko_Sandt

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Re: LAOM Sequel
« Reply #1 on: April 26, 2010, 03:00:28 PM »
Other than the sky (you might want to try the Critical Mass/cloudy sunset sky with pal 5), it looks good.
But whatever their future, at the dawn of their lives, men seek a noble vision of man's nature and of life's potential. -Howard Roark

Offline ck3D

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Re: LAOM Sequel
« Reply #2 on: April 26, 2010, 05:23:47 PM »
Yeah change that sky, it's a pretty odd pick and not in a good way, it reminds me of the texture I picked in Downtown Ride a while back (I don't know what I was thinking). The rest is looking good as Mikko said
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Offline Gambini

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Re: LAOM Sequel
« Reply #3 on: April 26, 2010, 07:14:06 PM »
^/^^ This  (Y)

Offline Forge

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Re: LAOM Sequel
« Reply #4 on: April 26, 2010, 10:15:54 PM »
The combinations of reds and browns intermingled with grays and the good shading lend to a nice dark atmosphere without it actually being dark. Have to agree with everyone else about the sky though.
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Offline underTaker

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Re: LAOM Sequel
« Reply #5 on: April 27, 2010, 10:22:08 AM »
Hmm, yeah, you guys are right. Is there some way to easly and quickly change it? now i have to move around all sectors and edit it.

This time i will try to avoid making cramped sectors as i've done in LAOM.

@Mikko_Sandt - What are theese tiles? I don't really know them.

Offline Merlijn

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Re: LAOM Sequel
« Reply #6 on: April 27, 2010, 01:13:44 PM »
Nice screenshots, I especially like the structures in the outdoor sections (but the others are right about the sky  ;) ).

On an off-topic note: I love that avatar of yours.  :D

Offline Forge

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Re: LAOM Sequel
« Reply #7 on: April 27, 2010, 03:40:27 PM »
Hmm, yeah, you guys are right. Is there some way to easly and quickly change it? now i have to move around all sectors and edit it.

TAB on any tile you want, press Alt+C on the tile you want replaced
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Offline Henri K

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Re: LAOM Sequel
« Reply #8 on: April 27, 2010, 11:30:19 PM »
It was good idea to create sequel, especially when your mapping skills improve (I can clearly see the improvement). Perhaps you can release these two episodes together in one release. It might be risky, since big projects get abandoned pretty easily, but it was just what I was thinking about.
Do whatever you want, but it´s my opinion.
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Offline underTaker

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Re: LAOM Sequel
« Reply #9 on: April 28, 2010, 07:24:15 AM »
@Forge - Thank you very much! There are so many things in this editor i don't know yet :)
@RazorZ - This will not be an episode, i decided to make it single map - but much bigger than any one from LAOM. I got pretty much ideas for such kind of map - facility/desert. Today i will post few more screens.

@Merlijn - Im glad you like it ^^



Well, i wanted to improve spritework a bit on this map. Here i post screens (this time from editor, don't look at sky, im just experimenting which looks good).

This time it is pretty hard to keep floor/ceiling textures aligned well, because this time sectors walls aren't laying on grid lines - sectors are rotated a bit. One of screens explain what i mean.



« Last Edit: April 28, 2010, 12:52:58 PM by underTaker »

Offline Henri K

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Re: LAOM Sequel
« Reply #10 on: April 28, 2010, 02:02:18 PM »
Creative use of spritework, especially on the fourth screenshot. I just hope the shadings won´t affect to spritework in a wrong way that is really pain in the ass to fix. Someone could create extended version of Mapster32 that includes shade level saving, so it doesn´t matter, if the floor has palette 0 and sprite has value 14, sprite should still be 14, no matter what.
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Currently released maps (score is average):
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Offline underTaker

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Re: LAOM Sequel
« Reply #11 on: April 28, 2010, 02:24:33 PM »
Yep, shading is messing up thoose sprites a bit. I wasn't working on that area too much, for now i keep working on inside, but i already noticed that thoose stairs are too bright than they should be (while ground is darker -_-'). And you are completly right about that Mapster32 - it would great if they relase such thing.

Offline Forge

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Re: LAOM Sequel
« Reply #12 on: April 28, 2010, 03:24:16 PM »

This time it is pretty hard to keep floor/ceiling textures aligned well, because this time sectors walls aren't laying on grid lines - sectors are rotated a bit. One of screens explain what i mean.

2D mode: ALT-F on the wall that you want the texture to run parallel to, 3D mode: point at floor/ceiling and hit R

Some nice architecture and sprite work in those second set of shots.

Yep, shading is messing up thoose sprites a bit. I wasn't working on that area too much, for now i keep working on inside, but i already noticed that thoose stairs are too bright than they should be (while ground is darker -_-'). And you are completly right about that Mapster32 - it would great if they relase such thing.

To shade the stairs: Un-parallax the ceiling above it, shade the ceiling to what ever you want the stairs to be shaded, re-parallax the ceiling.
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Offline underTaker

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Re: LAOM Sequel
« Reply #13 on: April 29, 2010, 10:20:53 AM »
Well, i know about that ALT-F thingy, but i need to keep every wall set to be straight - you can see misaligned floor on the first screen from second set between light and shaded areas. It is just requires a bit more work, but mapping gives me lots of fun, so i can do it all the day :)
Im worried about my new school plan - at some days i will be at home at 19:00, so i will have little less time than previous

Offline underTaker

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Re: LAOM Sequel
« Reply #14 on: May 09, 2010, 04:10:00 AM »
After i worked a bit on this map, i decided to post what i've done. Let me know what do You think about it. It is not playable yet.  For right now just 2 puzzles are possible to do - to access Alpha level (inside base) and access B01 silo (one, that you have to swim in pipes) - but not at all, to activate last generator you have to use noclip.