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Opinion request.


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#1 Chevar

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Posted 23 July 2004 - 11:57 PM

I found an incomplete copy of one of my old original map screens from the mod I had been working on.. Well, an incomplete version. This map was a major part of my decision to throw in the towel. I'd like other people's opinions on it - I put a character graphic down on the map, and left it there.

I decided - after a couple months worth of work, that the map wasn't any good. After a long drawn out argument with my wife, who thought I was being over critical, I stopped working on it out of frustration. I think the angles are off. It just doesn't look 'isometric' enough to me.

I never could figgure out the exact building angle used for the IE isometric graphics.. does anyone know?

I hate Geocities! it wont let be point directly to the jpg! I'm getting really sick of having to post My Webpage instead of just to a specific file there.

Edited by Chevar, 24 July 2004 - 12:00 AM.

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#2 Erephine

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Posted 24 July 2004 - 05:50 AM

Well, what can I say...

The map is not isometrical.

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#3 Original?

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Posted 24 July 2004 - 06:44 AM

I hate Geocities! it wont let be point directly to the jpg! I'm getting really sick of having to post My Webpage instead of just to a specific file there.

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#4 Chevar

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Posted 24 July 2004 - 07:46 AM

Lightspeed; That was my asessment as well. That's why I stopped. I couldn't figgure out the angles for the isometric symetry. I built the structure ontop of stacked cubes which were taken from another iso game, but the angles aren't quite compatable..

The question is how to accomplish isometric symetry without using 3d models, and what the proper isometric angle would be for BG2.. I was knee deep in it and was enjoying the way it was comming out, then I plopped down a character graphic and realized the whole thing was garbage/useless. Then again I suppose it serve me right for using a buildingblock from UO.

Af far as I know I would have to restart from scratch.

I didn't see the point in making a mod without new maps.

Edited by Chevar, 24 July 2004 - 07:52 AM.

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#5 SimDing0

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Posted 24 July 2004 - 07:52 AM

I think about 45 degrees is the correct angle for IE games.

Edited by SimDing0, 24 July 2004 - 07:53 AM.

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#6 Galactygon

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Posted 24 July 2004 - 09:10 AM

I didn't see the point in making a mod without new maps.

Quest mods don't require new maps. I've seen brilliant quest mods without introducing a SINGLE new area.

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#7 Erephine

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Posted 24 July 2004 - 09:27 AM

accomplish isometric symetry without using 3d models

You just answered your own question there.

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#8 Chevar

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Posted 24 July 2004 - 10:24 AM

SimDing0; I tried 45 degree angles, and it didn't work. That map is built on 45 on 45 degree angles..

Lightspeed; Answered my own question how? I've tried 3d modeling and I'm not any good at it, so it'd have to be freehand.

Galactygon; I know there are plenty of quest mods out there that don't use origonal maps, but when you go to a 'new' area you should already know the floor plan of the level. No offence to anyone that exclusively uses old maps for new areas. I believe that to make a better mod, with new areas, you should use new maps. Now that's just my opinion. I'm always delighted when I play a mod and see a location I've never seen before - as apposed to the usual dejah-vu.
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#9 hlidskialf

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Posted 24 July 2004 - 10:51 AM

Well, I've made maps using a 45x and 45z angle that look just right. Without a 3D program I imagine this would be quite a bitch to do. There's a program I've attached that converts tiles from a topdown to the correct angle if you want to build areas using tilesets. Perhaps it will help.

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#10 Galactygon

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Posted 24 July 2004 - 10:54 AM

Galactygon; I know there are plenty of quest mods out there that don't use origonal maps, but when you go to a 'new' area you should already know the floor plan of the level. No offence to anyone that exclusively uses old maps for new areas. I believe that to make a better mod, with new areas, you should use new maps. Now that's just my opinion. I'm always delighted when I play a mod and see a location I've never seen before - as apposed to the usual dejah-vu.

You should note that although new areas are always considered a plus, you can find excitement in the quests/dialogue choices themselves. People consider well-written dialogue/well-done quests more important than just a well-done area or two.

Rather than making new areas, you can always take photoshop and combine existing areas from different games, and the result will be that the area will look original. It takes practice, as does making new 3D areas.

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#11 Original?

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Posted 24 July 2004 - 11:44 AM

Isometric is 30 degrees.

#12 Michel

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Posted 24 July 2004 - 12:26 PM

Galactygon; I know there are plenty of quest mods out there that don't use origonal maps, but when you go to a 'new' area you should already know the floor plan of the level. No offence to anyone that exclusively uses old maps for new areas. I believe that to make a better mod, with new areas, you should use new maps. Now that's just my opinion. I'm always delighted when I play a mod and see a location I've never seen before - as apposed to the usual dejah-vu.

You should note that although new areas are always considered a plus, you can find excitement in the quests/dialogue choices themselves. People consider well-written dialogue/well-done quests more important than just a well-done area or two.

Rather than making new areas, you can always take photoshop and combine existing areas from different games, and the result will be that the area will look original. It takes practice, as does making new 3D areas.

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If find a new area just as important as new quests.

#13 hlidskialf

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Posted 24 July 2004 - 12:37 PM

Isometric is 30 degrees.

The game's not true isometric. I think the general 3D utility label for it is "Orthographic" on the 45x 45z as I mentioned.

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#14 Galactygon

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Posted 24 July 2004 - 01:08 PM

Galactygon; I know there are plenty of quest mods out there that don't use origonal maps, but when you go to a 'new' area you should already know the floor plan of the level. No offence to anyone that exclusively uses old maps for new areas. I believe that to make a better mod, with new areas, you should use new maps. Now that's just my opinion. I'm always delighted when I play a mod and see a location I've never seen before - as apposed to the usual dejah-vu.

You should note that although new areas are always considered a plus, you can find excitement in the quests/dialogue choices themselves. People consider well-written dialogue/well-done quests more important than just a well-done area or two.

Rather than making new areas, you can always take photoshop and combine existing areas from different games, and the result will be that the area will look original. It takes practice, as does making new 3D areas.

-Galactygon

If find a new area just as important as new quests.

I fully second that. I am not sure people with 56K modems, however. I might set up a poll on that matter sometime in the 'mod ideas' thread.

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#15 Original?

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Posted 24 July 2004 - 01:27 PM

Isometric is 30 degrees.

The game's not true isometric. I think the general 3D utility label for it is "Orthographic" on the 45x 45z as I mentioned.

Damn, I knew I shouldn't have intervened <_<

#16 Chevar

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Posted 24 July 2004 - 02:10 PM

hlidskialf; Where were you and that file two and a half years ago when I really needed them? If it looks right I might just finish the map sometime.

Everyone else;

I've confirmed it's 45 degrees on a few pages that weren't around a couple years back. I also found my misteak in the process I made squares that were all 45 degrees, but all that did was turn the map 45 degrees not the perspective. DOH!

NPC interaction (dialogue) is VITAL to a mod. you can throw out all the graphics, items, spells, etc. if the NPC interaction, and plot are good the MOD will be good regardless. If the graphics, items, and spells are great, but the dialog/plot is poor the mod will fail regardless of the graphics.

You can modify and splice maps to make 'new areas'.. and you can add to old areas.. That's good for mods, but look at it from a player's perspective;

When you're playing a MOD and you go to a map that you've never seen before do you pause to think "Wow, a new map!"

When you're playing a MOD and you go to a spliced are do you ever pause to think, "Hey they spliced the Illithis maps together." (or something simular)

When you're talking about two equally good mods, one with new level graphics and one without, the one that in the end will be more memorable is the one with new graphics - even if the graphics suck the player will remember how bad the new area's graphics were. Seeing something unexpected triggers different chemicals in the brain.

I even went so far as to make new menu graphics.. Regardless of anyone's opinion of the graphics quality the players would, at least subconsciously pause to have the same thought, "Wow, this guy has WAY too much time on his hands!"

Most of the REAL work that goes into mods - game balance, dialog, plotting the story, new classes, new spells, and so forth is, unfortunately, taken for granted by the players more often than not. The average player that hasn't actually sat down to try and make a MOD has no idea how much work went into dialogs, and the general design process. They can't SEE the complexity of the process visually on the screen.

doing any form of MOD of a graphical program is a hellish thing when you think about it - all the real nitty-gritty, down and dirty, work is usually taken for granted. If you add graphics it will have more of an impression.

There is where we run into the danger zone - it may not be a good impression, based on the graphics. modifying/reusing existing graphics is FAR safer than making your own, but if you put in the extra effort to 'show them' how much work you did in a way that they will physically see, and if they actually like it, you're more likely to have them appreciate your effort more.

Two of my all time favorite games are Anacreon and Nethack. Both of these games are text based. On some levels I dislike the graphical games because there are a lot of players out there, as well as some designers, that get too hung up on the graphics. I have great praise for everyone that is NOT in the "look at that" mindset, but it seems that the visually obsessed are the majority of gamers.

If a game sucks it sucks, but I have known people that WILL play horribly scripted games with almost no plot just because they like the graphics.

If the whole world would be content playing a game like nethack - 20 levels randomly drawn, different in shape but all using the exact same ASCII graphics I'd be thrilled - game companies would have to make their storylines much stronger and more involved....

It's not just Maps either.. would you rather see the new NPC using the old BG1 Imoen protrait or...

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Edited by Chevar, 24 July 2004 - 03:01 PM.

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#17 hlidskialf

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Posted 24 July 2004 - 05:07 PM

hlidskialf; Where were you and that file two and a half years ago when I really needed them? If it looks right I might just finish the map sometime.

Ermm... Still hanging around here? (Check my member date.) heheheh
Actually so was the program. I believe WoRuM made it about 2.5 years ago. heheheh :P
Good luck, chirp up if you get stuck again. :D

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#18 Chevar

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Posted 24 July 2004 - 07:49 PM

[quote name='hlidskialf' date='Jul 24 2004, 04:57 PM']
[/QUOTE]
Good luck, chirp up if you get stuck again. :D [/quote]
I'm half tempted to start building maps again now that I can try and get around the whole ISO problem.
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