March 28, 2024, 11:23:56 pm
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How do you like the current progress ? (Comment why you chose that option)

Very positive
14 (45.2%)
Positive
11 (35.5%)
Neutral
3 (9.7%)
Negative
1 (3.2%)
Very negative
2 (6.5%)

Total Members Voted: 28

Topic: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"  (Read 21360 times)

NexusWulf

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #15 on: March 31, 2016, 01:00:59 am »
Status Update V 0.7

The Stairs are gone now. As there was no compatible stairs for this kind of scenery i moved on and will plan to add stairs in the future to other projects.

This time the addition is a processing Building that works on dismatling vehicle wrecks.


« Last Edit: April 02, 2016, 02:07:06 pm by NexusWulf »
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jarok

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #16 on: March 31, 2016, 08:53:58 am »
I chose positive option because I like overall idea about PvE dungeon and that you draw the map. However some parts of your location look weird and you mixed too much different sceneries in example vault city doors in farm building. In addition urban tiles are messed up too. Open some maps from sdk and see patterns. Also there is somewhere Kilgore's tutorial about mapping but it is polish, you should google translate it.

Btw Kilgore should write tutorial in english ;)
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NexusWulf

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #17 on: March 31, 2016, 02:01:57 pm »
I chose positive option because I like overall idea about PvE dungeon and that you draw the map. However some parts of your location look weird and you mixed too much different sceneries in example vault city doors in farm building. In addition urban tiles are messed up too. Open some maps from sdk and see patterns. Also there is somewhere Kilgore's tutorial about mapping but it is polish, you should google translate it.

Btw Kilgore should write tutorial in english ;)

True true i considered actually changing the doors but that is why i am posting the pictures so i can get some feedback.

Thanks for the idea i could look into making the paths more ... well "Farmtastic". ;D
Welp im here now, too late to run away.

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Gimper

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #18 on: March 31, 2016, 02:41:19 pm »
After you cleaned it up a bit, it looks great. The vault door is the only real eye-sore now. Keep it up, its getting somewhere!

Solaire

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #19 on: March 31, 2016, 02:48:11 pm »
Can you upload pic without walls and cellings? i would likely saw how those buildings look like inside

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NexusWulf

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #20 on: March 31, 2016, 02:56:55 pm »
Can you upload pic without walls and cellings? i would likely saw how those buildings look like inside

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Why yes you shall recieve some information about the surface levels its not like it is going to be THAT special.

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edit: oops i just reread your comment and havent removed the walls, will do in the next post on V 0.8
« Last Edit: March 31, 2016, 03:03:30 pm by NexusWulf »
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NexusWulf

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #21 on: March 31, 2016, 03:04:42 pm »
After you cleaned it up a bit, it looks great. The vault door is the only real eye-sore now. Keep it up, its getting somewhere!

well i replaced the vault door here have a full shot also decided to make a comparsion with the current floor tiles i maybe work with, any suggestions ?

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Solaire

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #22 on: March 31, 2016, 03:59:13 pm »
The isides of buildings looks legit
Only the "bar" could be a bit different
Like putting the one hand bandits is a bit wrong
Put the shelf and fridge in the bandits place and move there that long table(i forgot how its called)
And put the bandits in the old place of fridge and shelf
Coz bandits behind that bar dont look good for me

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NexusWulf

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #23 on: March 31, 2016, 04:10:38 pm »
Status Update V 0.8

Added a small shop / trading / production building (Pics now without roof WOW 8) )

Enjoy guys im still working on the floor tiles for a path, alltogether you can might guess what im planning aswell next ;D !




ALSO have some goodness without walls ! (as requested by our incandescent solaire)

« Last Edit: April 02, 2016, 02:07:30 pm by NexusWulf »
Welp im here now, too late to run away.

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Solaire

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #24 on: March 31, 2016, 04:17:56 pm »
This map is big this will take a lot of time to go trough :)
(I mean if there will be bunch of enemies and doing it solo)

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Barneys

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #25 on: March 31, 2016, 09:42:00 pm »
Way better since you cleared the map. Keep it up

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DocAN

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #26 on: March 31, 2016, 11:17:47 pm »
TIP:

Draw a plan on paper, then make it in mapper.

NexusWulf

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #27 on: April 01, 2016, 01:06:44 pm »
TIP:

Draw a plan on paper, then make it in mapper.

no worries that is my basic knowledge as i study game design anyway ^^

sketch it than make it.
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Gimper

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #28 on: April 01, 2016, 02:26:02 pm »
I'm excited to see the other levels. How's progress?

NexusWulf

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Re: Hanging Hills (4 Stage Dungeon) "Planning, Teasers and Ideas"
« Reply #29 on: April 01, 2016, 03:09:29 pm »
I'm excited to see the other levels. How's progress?

The progress is steady so far. The level layout and design and balancing is in progress but all over there will be the 2nd stage in the future, patience is key ^^

Slow and steady wins the race.  ;)
Welp im here now, too late to run away.

Make content, not complaints. -zekromo👑