Dungeon of Draknor - Halls of Testing [Quenched]

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cairnswk
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Post by cairnswk »

Nice work WM...this is coming along well! :)
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* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
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unriggable
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Post by unriggable »

I think assassin + fog of war on this map will be intense on a spectacular level.
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militant
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Post by militant »

I like the map without torches, although the map doesnt say its a dungeon to me, it still looks clean, maybe you could add skulls bnes blood and other dungeon like things,
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Coleman
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Post by Coleman »

Agreed on more dungeon things. I'd like to see this overloaded with aesthetics.
Warning: You may be reading a really old topic.
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mibi
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Post by mibi »

i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
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spinwizard
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Post by spinwizard »

You could realy go 2 town on the graphics,

culderns,
shelfs,
archery targets ect.,

get that 1px brush out! :D
WidowMakers
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Post by WidowMakers »

mibi wrote:i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
I originally had it that way. But the texture really starts to be lost and people are already saying it is hard to tell the different areas apart.

I will increase the darkness and see what everyone thinks.
Plus I could always add colors too. I know you did not want that mibi but that might be a way to have really dark rooms and still tell them apart.

WM
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mibi
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Post by mibi »

WidowMakers wrote:
mibi wrote:i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
I originally had it that way. But the texture really starts to be lost and people are already saying it is hard to tell the different areas apart.

I will increase the darkness and see what everyone thinks.
Plus I could always add colors too. I know you did not want that mibi but that might be a way to have really dark rooms and still tell them apart.

WM


consider the orderlyness of the map, I find it a bit hard to believe that anyone who has taken at least 3 seconds to look at the map is confused about which area is which. And really tho, is confusion part of a dungeons mystique. But I would rather have a well lit dungeon than a one with colors in it.
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unriggable
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Post by unriggable »

Stealth should be 2 - five territs, two entrances.
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yamahafazer
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Post by yamahafazer »

mibi wrote:
WidowMakers wrote:
mibi wrote:i dlike to see the lighting effects exaggerated... more dark corners... and such... just how much light does a torch put out anyways...
I originally had it that way. But the texture really starts to be lost and people are already saying it is hard to tell the different areas apart.

I will increase the darkness and see what everyone thinks.
Plus I could always add colors too. I know you did not want that mibi but that might be a way to have really dark rooms and still tell them apart.

WM


consider the orderlyness of the map, I find it a bit hard to believe that anyone who has taken at least 3 seconds to look at the map is confused about which area is which. And really tho, is confusion part of a dungeons mystique. But I would rather have a well lit dungeon than a one with colors in it.


I have to go with mibi here. One thing I did think when looking at it though is if you did take out some of the lights from some small rooms and made it all a bit darker you could have light shining into the darker rooms (cos theres no lights in them) in streeks through the doors. I think it would look cool!!
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WidowMakers
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Post by WidowMakers »

yamahafazer wrote:I have to go with mibi here. One thing I did think when looking at it though is if you did take out some of the lights from some small rooms and made it all a bit darker you could have light shining into the darker rooms (cos theres no lights in them) in streeks through the doors. I think it would look cool!!
I originally thought of the lights through doors idea. BUT all of the doors are shut and locked. If they were open then they would not be 1-way doors.

I will darken the map and try to get a better "dungeon" dark look. Plus add lots of things to the rooms.

WM
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yamahafazer
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Post by yamahafazer »

WidowMakers wrote:
yamahafazer wrote:I have to go with mibi here. One thing I did think when looking at it though is if you did take out some of the lights from some small rooms and made it all a bit darker you could have light shining into the darker rooms (cos theres no lights in them) in streeks through the doors. I think it would look cool!!
I originally thought of the lights through doors idea. BUT all of the doors are shut and locked. If they were open then they would not be 1-way doors.


Humm yes that would be a problem.... aaah weeeeell.
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WidowMakers
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Post by WidowMakers »

Version 8

New Title and Darker rooms.

Still need to add details to the rooms.
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Last edited by WidowMakers on Sat Nov 03, 2007 8:09 am, edited 1 time in total.
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mibi
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Post by mibi »

looks great!
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Unit_2
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Post by Unit_2 »

yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.
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sparkyball
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Post by sparkyball »

Unit_2 wrote:yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.



If you can't figure out roman numerals I think thats a problem you will have to work out... I think they work better with this map the way they are
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militant
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Post by militant »

mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.
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MasterKujacnbsh
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Post by MasterKujacnbsh »

Unit_2 wrote:yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.


lol, speak for yourself! this "younin" can figure out roman numerals.

It looks much better that way.

In case you really need help (its pretty simple):
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yamahafazer
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Post by yamahafazer »

sparkyball wrote:
Unit_2 wrote:yeah, looks good. nice job :wink:

the only thing i can this of is maybe add the numbers to the legand I.E Halls V(5). something like that so it is easyer for us " younins' " know what it means and don't have to ask our parents.



If you can't figure out roman numerals I think thats a problem you will have to work out... I think they work better with this map the way they are


Definatly.. normal numbers would ruin the look of the map and legond... and anyway all you need to do is go and find a clock with Roman numarals on it... it's not that hard.
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yamahafazer
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Post by yamahafazer »

militant wrote:
mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.


Definatly very good work. However I think militant is right. If you want a skull up there I think that you should put it on top of a pike or somthing like that. It just dosn't look right how it is right now.
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WidowMakers
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Post by WidowMakers »

yamahafazer wrote:
militant wrote:
mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.


Definatly very good work. However I think militant is right. If you want a skull up there I think that you should put it on top of a pike or somthing like that. It just dosn't look right how it is right now.
Well I want a torch to give the lighting effect across the title.

So should I remove the skull from the torch and just have a skull on a pike post or pike next to it between the legend and the torch?

WM

EDIT: I am going to remove the skull completely. I will use it for level 2. Crypts and Catacombs. Lots of dead things down there.

WM
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yamahafazer
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Post by yamahafazer »

WidowMakers wrote:
yamahafazer wrote:
militant wrote:
mibi wrote:looks great!

I agree but i dont like the skull at the top next to the title, it looks out of place i suggest you replace it with just a skull rather than a skull on a torch.


Definatly very good work. However I think militant is right. If you want a skull up there I think that you should put it on top of a pike or somthing like that. It just dosn't look right how it is right now.
Well I want a torch to give the lighting effect across the title.

So should I remove the skull from the torch and just have a skull on a pike post or pike next to it between the legend and the torch?

WM

EDIT: I am going to remove the skull completely. I will use it for level 2. Crypts and Catacombs. Lots of dead things down there.

WM


Sounds good. Just to answere the Q about where to put it not that there's going to be one on this map now... I Would put it near the torch but behind the title... looking very dark and leaning hard to the left looking like it's against the wall but about to fall over.
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Vace Cooper
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Post by Vace Cooper »

what if the arrows were spears?
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AndyDufresne
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Post by AndyDufresne »

I like the way it's looking, WM!

The new lighting in the dungeon looks superb, and it adds to the overall creepiness. Whenever you start to add some detail to the rooms, I'm sure it'll make it even more realistic.

Looking at this map, brings me back to the days when Jota first started this map, and some of the early hype around it...it's nice to go back that early time. :)

I really look forward to using Fog of War on this map...it just screams out to be used here. :)


--Andy
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yamahafazer
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Post by yamahafazer »

Vace Cooper wrote:what if the arrows were spears?


This idea seems to have a bit of merit. It wouldn't be hard. Just darken the tip and make the what would now be the spears poll a light woody kind of colour.
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