Didn't get nearly as much time as I'd of hoped over the weekend. But managed to finish off the camp at least.
Learned a lot the 2nd time around, so it's not all bad.
I may have gone a little OTT, but N/M. I had fun making it.
Few screenshots to keep you going.
I need some new undies. I Like it.. only comment would be is do the logs on floor have attributes? Personally I would ensure that you have a smooth path through this. nobody loves a bob/weavy path (i assume you'll have npcs)
Blue is current path you'd need to take I assume bobbing around logs
Red is like at minimum straight path
Green would be a "easy flow" route
I need some new undies. I Like it.. only comment would be is do the logs on floor have attributes? Personally I would ensure that you have a smooth path through this. nobody loves a bob/weavy path (i assume you'll have npcs)
Blue is current path you'd need to take I assume bobbing around logs
Red is like at minimum straight path
Green would be a "easy flow" route
A good point. The limits are minimal, mainly just on the big log piles. Note those shots were taken in the editor, not in-game, so the scale is slightly skewed. There should be ample room to run through without weaving all over the place.
Once I get the NPC's in and run through the quests a few times, I'm sure a few tweaks will be made as usual. There are definitely a few areas I'm not happy with, I just don't want to get bogged down spending what little time I have on moving bits around, and focus on getting the bulk done first.
Honestly, I could dump a spaceship with strobe lights in the middle and it would still look better than the official.
Hell, they put half the walls on backward... They really didn't even try to make it look decent.
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The biggest issue with this camp is there are no impactful SM tiles for that sand floor, only the small sand ripples that I've used; which are usually the difference between a great looking 'filler' and 'too bare'. So it had to be filled with alternative objects.
I would bite the bullet and take out some of those piles. Not easy deciding which one(s) but once you remove some and maybe adjust placement of others, likely it will look just as good. Or go very sparingly in back limit markup, official maps are unnecessarily heavy handed with limits, maybe because they don't want to bother with finer tuning of it.
Keep us posted on the progress, maps never disappoint, in a way it is just as good fix as playing on them.
Technically, I don't see why it wouldn't be possible.
You would have to pre-define sets to counter the non-modular objects, which most are. Catalog, index and define relationships for every tile, etc.
Sounds like an awful lot of work for little gain.
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The closest I came was making a 6 piece modular map at one point. That was simple enough.
Honestly, I have no idea. Somewhere around £30/h is average. I can't say how long it would take.
There is also the issue that no professional company will facilitate your use of copyrighted material.
You would probably be better off just paying someone here to make whatever maps you need.
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