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TCS

Wed, 08 Nov 2006 05:14:01

mordy

Hey guys. I think I need to catch up with everyone on what's going on with the projects. I've been working on the Dark Crucible in my spare time. Is the plan still to release TCS first, right after KA? What's the status on that? Just to give you an idea of what I'm doing so far: The map will only resemble the original up to the wobbly bridge. So everything after the bridge is completely different. I'm also dividing it into two or three hubs since it looks like it's getting big. When you enter the Crucible, you won't be facing Korax immediately, but must explore the crucible avoiding traps and solving switch puzzles (just like in the Hexen world). I was looking through the FTP and found a Korax wad file in Stryker's folder (sorry, hope you don't mind <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> ) I'm not sure what it was though. If he is already working on the Korax boss battle "hub", let me know so that I can have my map teleport to his once the player solves the puzzles in the Dark Crucible. Will TCS have new textures for the remade Hexen levels? It would look nice if the Dark Crucible had it's own unique textures, I'd think <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Before I get too far into the map making, please let me know if there's anything important that I should do or keep in mind. Thanks guys!
Wed, 08 Nov 2006 07:08:56

Crimson Wizard

What about my humble idea about Korax Citadel look and Korax Throne? <!-- m --><a class="postlink" href="http://www.korax-heritage.com/forums/viewtopic.php?t=1670&start=0">http://www.korax-heritage.com/forums/vi ... 70&start=0</a><!-- m -->
Wed, 08 Nov 2006 11:14:54

RambOrc

mordy what you did this far sounds good, can you post a couple of screenshots of the work in progress?
Wed, 08 Nov 2006 13:17:32

Firebrand

Screenshots would be cool! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> We can use the converted maps in TCS or the KMod 3 betas, whatever comes first <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->. As for your ideas Crimson Wizard, I found them cool, but they could be used as totally new maps for SE <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 08 Nov 2006 13:30:54

The 4th Class

A multi-wad dark crucible? That should be interesting. I've always wanted to have a battle with multiple Korax's at once BTW. BTW maybe one of you should explain for Mordy the difference between TCS and KMod. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> O yes and Mordy, Stryker is a girl. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Wed, 08 Nov 2006 17:36:00

Crimson Wizard

[quote="The 4th Class":2ecjfpzu]O yes and Mordy, Stryker is a girl. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> Oh. I didn't know that too. Surprise. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 09 Nov 2006 13:15:21

Firebrand

[quote="The 4th Class":ai77tu1h]A multi-wad dark crucible? That should be interesting. I've always wanted to have a battle with multiple Korax's at once BTW. BTW maybe one of you should explain for Mordy the difference between TCS and KMod. <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> AFAIK, he knows the difference, right? if not, we'll happily explain it here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 16 Nov 2006 05:52:59

mordy

Hey all. Here are four screenshots of two different parts of the level. This is from the central hub (somewhere inside the crucible I guess you could say). I'm probably going to change things around a bit if need be, and the screenshots aren't that clear.. but this is just to give you an idea. Btw, if someone can make nice looking textures for those columns, that would be great! There's not much of a texture choice in the Hexen wad, so I settled for anything for now. I wanted pretty looking columns. Textures are not final either, so if you got suggestions on that let me know and I'll see what I can do <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- m --><a class="postlink" href="http://i67.photobucket.com/albums/h302/myrvane/screenshots/f6dabc33-1.jpg">http://i67.photobucket.com/albums/h302/ ... bc33-1.jpg</a><!-- m --> <!-- m --><a class="postlink" href="http://i67.photobucket.com/albums/h302/myrvane/screenshots/f6dabc33.jpg">http://i67.photobucket.com/albums/h302/ ... dabc33.jpg</a><!-- m --> <!-- m --><a class="postlink" href="http://i67.photobucket.com/albums/h302/myrvane/screenshots/7b06f7fe-1.jpg">http://i67.photobucket.com/albums/h302/ ... f7fe-1.jpg</a><!-- m --> <!-- m --><a class="postlink" href="http://i67.photobucket.com/albums/h302/myrvane/screenshots/3ed28868.jpg">http://i67.photobucket.com/albums/h302/ ... d28868.jpg</a><!-- m --> I still have a long way to go before finishing the level. I have a lot of plans for it already underway, e.g. multiple hubs with scripted puzzles, etc.. If the deadline comes close, PLEASE let me know so that I can make the scope of the level more feasible. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 16 Nov 2006 09:34:00

Crimson Wizard

Last two show some good archictecture. But they surely need more realistic lighting! Mordy, have you tried 3d lights in vavoom? As for textures, you may take them from Hexen2 as well. [quote="mordy":2297v9fy] If the deadline comes close... <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> ROFL... sorry... It won't be close for a while, I believe so <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 16 Nov 2006 10:06:45

mordy

[quote="Crimson Wizard":118ww30b]Mordy, have you tried 3d lights in vavoom? Nope. I didn't know. Where can I access the 3D lights?
Thu, 16 Nov 2006 13:12:57

RambOrc

We have a bunch of textures in a wadfile for SE, you can download it from kdev, it has some textures from Heretic and a bunch of new ones done from scratch. Using a couple of textures from Hexen II and Heretic II is OK, but not too much, it should still have the original Hexen look & feel.
Thu, 16 Nov 2006 15:02:34

The 4th Class

I've always thought it would be really cool to introduce (if possible) multi-sized flats for floor and ceiling, instead of the standard 64x64 bitmaps. Let's say samething like 256x192 to simulate a large, furry red carpet with ornate design, or a bear-skin rug. Though yes that's possible by breaking them up into 64x64 textures, it could get too complicated doing it that way.
Thu, 16 Nov 2006 16:24:35

Crimson Wizard

[quote="mordy":3tyj58lw][quote="Crimson Wizard":3tyj58lw]Mordy, have you tried 3d lights in vavoom? Nope. I didn't know. Where can I access the 3D lights? Assuming you are using Vavoom configs for your map editor (DoomBuilder or WadAuthor), you should have "Static light" and "Static coloured light" Things. First uses arg1 as radius, second also args 2-4 for Red, Blue and Green colour partitions.
Thu, 16 Nov 2006 17:40:33

RambOrc

[quote="The 4th Class":3i60px88]I've always thought it would be really cool to introduce (if possible) multi-sized flats for floor and ceiling, instead of the standard 64x64 bitmaps. Let's say samething like 256x192 to simulate a large, furry red carpet with ornate design, or a bear-skin rug. Though yes that's possible by breaking them up into 64x64 textures, it could get too complicated doing it that way. There is actually a trick you can use in Vavoom, make a very slight slope and then you can put a wall texture on it which doesn't have the 64x64 size limitation. A very slight slope is cool anyway, the more not completely angular floors/ceilings the better the overall feeling.
Fri, 17 Nov 2006 00:59:13

Firebrand

[quote="RambOrc":10z1olbn][quote="The 4th Class":10z1olbn]I've always thought it would be really cool to introduce (if possible) multi-sized flats for floor and ceiling, instead of the standard 64x64 bitmaps. Let's say samething like 256x192 to simulate a large, furry red carpet with ornate design, or a bear-skin rug. Though yes that's possible by breaking them up into 64x64 textures, it could get too complicated doing it that way. There is actually a trick you can use in Vavoom, make a very slight slope and then you can put a wall texture on it which doesn't have the 64x64 size limitation. A very slight slope is cool anyway, the more not completely angular floors/ceilings the better the overall feeling. Besides all this, Vavoom allows you to use wall textures in floors and floor textures as walls without any problems, just place the name of the texture and it should work <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. BTW, those screens look cool, but the map can improve a lot with static lights <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Fri, 17 Nov 2006 10:38:24

mordy

[quote="Firebrand":fay4bs04] Besides all this, Vavoom allows you to use wall textures in floors and floor textures as walls without any problems, just place the name of the texture and it should work <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. haha, nice. I'm glad to hear about the 3D lights. I wasn't very happy with the lighting to begin with. I'm still struggling a bit with slopes, especially 3D floors. I don't think I'm getting the logic behind them.. I did get the basic slopes to work though, as you can see from the screenshots. If there's any other cool feature that I should know of, or if you have any suggestions to make the map better, just throw them into this post! I'll keep you posted.
Sat, 09 Dec 2006 20:28:21

mordy

<!-- m --><a class="postlink" href="http://i67.photobucket.com/albums/h302/myrvane/shots/8dda8aaf.jpg">http://i67.photobucket.com/albums/h302/ ... da8aaf.jpg</a><!-- m --> Still experimenting with lighting and stuff.. Keeping you posted <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 09 Dec 2006 20:57:25

RambOrc

Wow! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sat, 09 Dec 2006 21:00:30

Crimson Wizard

Great!
Sat, 09 Dec 2006 21:08:00

Moose

Holy moly, thats great.
Sat, 09 Dec 2006 21:43:13

mordy

Glad you like it! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Instead of my original plan of having a larger map with hubs and stuff, I've decided to concentrate on the aesthetics rather than gameplay. The gameplay is already there, but it's been decided that the original level needs some redoing. So that's part of the external look. As for the inside of the crucible where you meet Korax, I will be using most (if not all) the original map script and change what I need, as well as redo the interiors. The original gameplay will pretty much all be there. Is that ok?
Sat, 09 Dec 2006 22:56:07

Firebrand

Sounds cool! BTW, that image you posted is beyond all expectations <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->, keep up your great work!
Sat, 09 Dec 2006 23:40:21

mordy

Cool, thanks! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 10 Dec 2006 00:34:37

Ichor

Those walls with the castle07 texture need to be aligned, but yeah, it's quite nice.
Sun, 10 Dec 2006 03:16:00

mordy

[quote="Ichor":aiwxdj10]Those walls with the castle07 texture need to be aligned, but yeah, it's quite nice. haha ya, I got annoyed by that <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> will do though.
Sat, 02 Jun 2007 22:41:35

mordy

Hi all! It's been a long time since my last post :p I pop in every once in a while to see what's going on, but I realize that you're all busy and working quite hard on the KA project of which I have no part in. I would like to know, what is the status of the TCS project? I know that you plan on having it released before the RPG project. This will help me plan ahead. If you don't remember, I have been assigned the remake of Korax's level. The level is basically divided into three parts, just like the original map: 1) You have the entrance from the outside 2) Then the hallway 3) Finally, the battleground itself where you encounter Korax I have completed parts 1 and 2 a long time ago already (since last screenshot). I will update with screenshots in a week or so. -mordy <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sun, 03 Jun 2007 07:42:12

RambOrc

Actually, TCS is the first part of the RPG trilogy (if there will be 3 parts). What way the RPG will be released (one part, two parts, three parts) depends more on the speed the different departments can work than anything else (i.e. whether all the code is done by the time we have like 3 new maps only etc).

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