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-   -   [added] Vasty Deep: The Vestigial Cella (https://www.eq2interface.com/forums/showthread.php?t=15162)

cooldeath 12-05-2010 03:55 PM

[added] Vasty Deep: The Vestigial Cella
 
8 Attachment(s)
This was by far the most complicated map I've made to date. I hope the level of detail I've added to it made it worth while.

*edit* pasted the wrong code, fixed now
*edit* updated colors and darkness

Code:

<ImageStyle Name="exp06_dun_vastydeep03_0" displayname="Vasty Deep: The Vestigial Cella" menugroup="Odus" zonerect="-72, -251, 318, 165" heightmin="-30" >
<ImageFrame Source="images/maps/map_exp06_dun_vastydeep03_0.dds" SourceRect="0,0,956,1024" />
</ImageStyle>
<ImageStyle Name="exp06_dun_vastydeep03_1" zonerect="-72, -251, 318, 166" heightmax="-30" >
<ImageFrame Source="images/maps/map_exp06_dun_vastydeep03_1.dds" SourceRect="0,0,956,1024" />
</ImageStyle>


Drumstix42 12-05-2010 04:27 PM

Just a suggestion due to the darker/blending colors, is to make the water areas under the floating sections be much lighter/more transparent. Would let the eyes focus on the walkable ares more.

But is just a thought. Otherwise well done!

cooldeath 12-05-2010 04:40 PM

Thanks :)

I see what you were talking about, it's now much lighter, and I also made the paths between areas a little lighter so they stand out against the dark rocks.

Drumstix42 12-05-2010 06:11 PM

Cool cool. Good work.

lordebon 12-05-2010 08:21 PM

Looks good. There's one area in the north part of the map (leading from the north-east platform in to the tunnel) that might be mis-textured though. The platform outside the tunnel to the west is textured like the wall rather than like the tunnel walkway, might want to make it the same as the walkway.

cooldeath 12-05-2010 09:42 PM

I thought about that, but the texture is actually the same as the wall for that particular section, so as per the zone itself it's correct. I suppose I could make it a little bit lighter then the surrounding wall maybe.

lordebon 12-05-2010 10:01 PM

Quote:

Originally Posted by cooldeath (Post 94672)
I thought about that, but the texture is actually the same as the wall for that particular section, so as per the zone itself it's correct. I suppose I could make it a little bit lighter then the surrounding wall maybe.

True. A little bit lighter might work, or maybe just offsetting it so that the texture isn't continuous with the wall around it, that alone might be enough to make it stick out a bit more.

cooldeath 12-05-2010 10:07 PM

Ah you beat my edit, so I'll reply instead :p

OK, I've made that one spot lighter, and decided since I was in there to remove some extra lines off the bridges and make the 3 shrine spots glow on the surrounding ground.

gm9 12-10-2010 02:36 PM

added as well


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