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Re: Map Making - Inspiration Thread [message #218100 is a reply to message #216458] |
Fri, 08 September 2006 14:30 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
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Considerations When Making Tunnels
Most fan maps contain tunnels of some sort and more than often these tunnels are very bland and lack detail, so here I will explain how a little bit of extra work goes a long way
See my map C&C_Bio to see how I created tunnels that while being graphically detailed also encourage players to interact with them by placing objects that players can hide or take cover behind.
Service Tunnel 'A'
http://matt.wandel.ca/tunnels/verylong.jpg
This industrial looking tunnel has lots of repeatable features the support brackets on the right and the pipes which extend all the way to the end - notice the cables lining the left wall are not perfectly straight adding realism and that normal imperfection that is seen in real life - I mention this real life imperfection as it very easy to just make a few cylinders and extend it to the end of the tunnel without thiniking about kinks and slight bends that make the cable more realistic.
Service Tunnel 'B'
http://matt.wandel.ca/tunnels/thegrid.jpg
http://www.fuzzums.nl/~loesje/tunnel/tunnel_noord.jpg
These tunnel also shows repeatable features that could also be easily made in 3d and copied, also notice the extreme light and extreme dark in these images turning your ambient light and sun light off will enable you to light an environemnt exclusivly with your own point lights much like this, if you have ever played or seen "Splinter Cell" you will be aware of the drama that you can give to an environment with clever use of lighting (I will most likly mention lighting in general another time)
Rocky walls
http://www.oregon.gov/ODOT/CS/SSB/images/tunnels/mosier_cons truct.jpg
The walls seen here are quite jagged and stick alot this type of detailing could be easily be used to hide other tunnels in your cave systems. This makes the environemnt that little bit less predicatable, as anything could come from any where.
Breaks in your tunnel
http://englishriverwebsite.com/LewisClarkColumbiaRiver/Image s/mosier_twin_tunnels_bicyclist_2005.jpg
http://www.sgtowns.com/photos/images/chiangmai/tunnels.jpg
Here we can see that a tunnel ends and a new section begins there is no clear turning left or right so it seems pointless at first, but breaks like this can help open up an other wise clostrophobic environment. This feature can also give you new possibities when it come to light too, a bridge could also be used to connect the two tunnels. also note the repeatable frame work of the tunnel walls. In the second image you can also see green plant life growing on the floor and leaves creeping in from the outside linking the visuals in the tunnel with the outside world.
Tunnels without walls
http://www.roadsage.com/images/kauai/tunnels.jpg
Here we see that a tunnel is created not by using walls but over hanging trees and other vegitation invisable blockers can be used to stop players walking too deeply into the vegitation
Arches
http://www.campsci.com/museum/images/45g.jpg
Easly made These also give you the opertunity to make extra tunnels where you like
Diffrent types of Tunnels
And just to get your creative juices flowing here are some diffrent types of tunnels that grab my attention.
http://kaedrin.com/fun/images/corridor.jpg
http://www.sealife-timmendorf.de/pi_foto010.jpg
http://www.opacity.us/images/db/12/60/0000002050.jpg
http://www.oxford-chiltern-bus-page.co.uk/upload030705/Gerra rds%20Cross%20Rail%20Tunnel%20Dennis%20Troughton.jpg
http://www.minispace.co.uk/blog/images/tunnel.jpg
http://www.berge.ch/berge_az/t/tunnel/tunnel.jpg
http://www.arrakeen.ch/usamex/111%20%20small%20tunnel%20thru %20the%20rock.jpg
http://www.mabot.com/images/2000/n5/0002-1911%20stairway%20a t%20end%20of%20tunnel.jpg
http://www.nci.org/05nci/09/iran-tunnel-photo-091605.jpg
http://www.alaskarails.org/potw-archive/2006/RH_moody-tunnel .jpg
http://www.hoermann-bc.de/palma_bilder/Marcos%20y%20Cordero% 20%20Tunnel%20Nr%2012.jpg
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
[Updated on: Fri, 08 September 2006 14:39] Report message to a moderator
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Map Making - Inspiration Thread
By: Halo38 on Thu, 31 August 2006 08:18
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Re: Map Making - Inspiration Thread
By: Halo38 on Thu, 31 August 2006 08:22
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Re: Map Making - Inspiration Thread
By: Halo38 on Fri, 01 September 2006 09:55
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Re: Map Making - Inspiration Thread
By: jnz on Thu, 07 September 2006 08:14
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Re: Map Making - Inspiration Thread
By: LR01 on Thu, 07 September 2006 08:19
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Re: Map Making - Inspiration Thread
By: futura83 on Fri, 08 September 2006 14:33
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Re: Map Making - Inspiration Thread
By: LR01 on Sat, 09 September 2006 01:25
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Re: Map Making - Inspiration Thread
By: Halo38 on Sat, 09 September 2006 08:02
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Re: Map Making - Inspiration Thread
By: LR01 on Sun, 10 September 2006 00:42
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Re: Map Making - Inspiration Thread
By: R315r4z0r on Thu, 21 September 2006 17:36
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Re: Map Making - Inspiration Thread
By: Halo38 on Fri, 08 September 2006 12:49
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Re: Map Making - Inspiration Thread
By: Halo38 on Fri, 08 September 2006 14:30
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Re: Map Making - Inspiration Thread
By: XSilent0X on Tue, 26 September 2006 05:21
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Re: Map Making - Inspiration Thread
By: PaRaDoX on Fri, 29 September 2006 13:41
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Re: Map Making - Inspiration Thread
By: LR01 on Sat, 30 September 2006 01:04
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Re: Map Making - Inspiration Thread
By: Mad Ivan on Mon, 02 October 2006 08:05
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Re: Map Making - Inspiration Thread
By: LR01 on Mon, 02 October 2006 09:22
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Re: Map Making - Inspiration Thread
By: Blazea58 on Wed, 04 October 2006 02:17
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Re: Map Making - Inspiration Thread
By: nopol10 on Wed, 04 October 2006 05:35
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Re: Map Making - Inspiration Thread
By: Zion on Wed, 04 October 2006 07:18
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Re: Map Making - Inspiration Thread
By: Blazea58 on Wed, 04 October 2006 15:31
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