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For Pandaria

02-09-2009, 08:32 PM#1
PenguinEmperor
Here are some screenshots of the terrain of my little RPG-esque game, For Pandaria!

Setting the Scene:

The concept behind For Pandaria dates back ages, to when I first read a tidbit about Pandaren absolutley hating Centaurs. I thought about doing a simple Altered Melee on the concept, but the idea was boring. That's why I chose this completley unique approach.

Zoom (requires log in)

The setting for this map is a rural, wooded area that has become overrun by the centaur menace. Your job, as a panda, is to kill them all.

Zoom (requires log in)

The centaurs, however, are a warring race and do not take lightly to fighting. They will pull out all the stops in their attempt to kill you and your ally. There are even some centaur commanders who will challenge you themselves.

Zoom (requires log in)

The good news is that you're not entirley alone. There are a few NPC pandaren who will aid you in your quest for woodland liberation. This fellow runs the shop that will come in handy when you need to stock up on supplies.

Hope this conveys my ideas well! Please try out the map, as linked to in my signature.
Attached Images
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02-10-2009, 01:38 PM#2
Rising_Dusk
All of the shots could really use some tile variation, height variation, realistic doodad usage, and to be more exciting. Outside of those technical issues, though, the idea is cute. Keep at it!
02-10-2009, 08:12 PM#3
PenguinEmperor
What exactly do you mean? There is a subtle contour to the landscape, but, because of the third person camera lock, if there were any cliffs or even large hills, the perspective would be screwed.

As for doodad usage, what does that entail? Do you mean grass and shrubs? Or is threre something else I'm missing?
02-10-2009, 08:28 PM#4
Rising_Dusk
Quote:
Originally Posted by PenguinEmperor
What exactly do you mean?
Look in any of the shots. At most, you can see only one tile type. That isn't realistic, a lot more variation and in less defined shapes is necessary. Nature is not perfectly symmetrical nor organized in how it paints landscapes.
Quote:
Originally Posted by PenguinEmperor
but, because of the third person camera lock, if there were any cliffs or even large hills, the perspective would be screwed.
Z-Offsets for the camera are possible, but that's okay. It should still have variation in height, even if it has to be in unplayable areas of the terrain. It's very flat (even with the 'smooth contour'). Just saying; if you don't want to work with Z-Offsets for your cameras, that's okay, but I think it'd do a lot of good.
Quote:
Originally Posted by PenguinEmperor
As for doodad usage, what does that entail? Do you mean grass and shrubs? Or is threre something else I'm missing?
Grass, shrubs, flowers, logs, birds, etc. You know, stuff in nature that you don't have enough of all over your terrain. :)
02-10-2009, 08:44 PM#5
PenguinEmperor
Can you explain z-offsets for the camera in the project thread?
02-11-2009, 03:33 AM#6
darkwulfv
Also, from what I see, I would vary the trees in the forest. I did it for WPA and it made a huge world of difference. Use different kinds. I know there aren't many orange trees (to keep the brownish/orange theme), but either tinting or finding others will be good.

But the addition of grasses/shrubs/etc. will be a big bonus as well.


Dusk, I've played this a few times and the terrain is subtly contoured. Enough that it looks good. The camera, as Penguin said, just messes with the view (dunno if this has already been established, I wasn't sure)
02-11-2009, 03:42 AM#7
Rising_Dusk
Quote:
Originally Posted by PenguinEmperor
Can you explain z-offsets for the camera in the project thread?
I'm sure there's a thread around for it somewhere.. Do a search; I'll do one too and see if I can't find it.
02-11-2009, 08:50 PM#8
PenguinEmperor
Quote:
Originally Posted by darkwulfv
Also, from what I see, I would vary the trees in the forest. I did it for WPA and it made a huge world of difference. Use different kinds. I know there aren't many orange trees (to keep the brownish/orange theme), but either tinting or finding others will be good.

But the addition of grasses/shrubs/etc. will be a big bonus as well.


Dusk, I've played this a few times and the terrain is subtly contoured. Enough that it looks good. The camera, as Penguin said, just messes with the view (dunno if this has already been established, I wasn't sure)


I could just replace the textures on other tree models, instead of awkwardlt tinting them. That's actually a good idea!