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Unread 12-05-2010, 03:55 PM
cooldeath cooldeath is offline
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Default [added] Vasty Deep: The Vestigial Cella

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>
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Name:	map_exp06_dun_vastydeep03_0.jpg
Views:	327
Size:	172.6 KB
ID:	7603  Click image for larger version

Name:	map_exp06_dun_vastydeep03_1.jpg
Views:	286
Size:	155.9 KB
ID:	7604  
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File Type: dds map_exp06_dun_vastydeep03_0.dds (478.1 KB, 231 views)
File Type: dds map_exp06_dun_vastydeep03_1.dds (478.1 KB, 227 views)

Last edited by cooldeath : 12-05-2010 at 10:00 PM. Reason: updated map
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Unread 12-05-2010, 04:27 PM
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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!
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Unread 12-05-2010, 04:40 PM
cooldeath cooldeath is offline
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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.
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Unread 12-05-2010, 06:11 PM
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Cool cool. Good work.
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Unread 12-05-2010, 08:21 PM
lordebon lordebon is offline
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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.
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Unread 12-05-2010, 09:42 PM
cooldeath cooldeath is offline
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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.

Last edited by cooldeath : 12-05-2010 at 10:07 PM.
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Unread 12-05-2010, 10:01 PM
lordebon lordebon is offline
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Quote:
Originally Posted by cooldeath View Post
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.
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Unread 12-05-2010, 10:07 PM
cooldeath cooldeath is offline
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Ah you beat my edit, so I'll reply instead

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.
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Unread 12-10-2010, 02:36 PM
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added as well
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