Ragnarök (Updated Midgard Pg 9) [Abandoned]

Have an idea for a map? Discuss ideas and concepts here.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

What style of map

 
Total votes: 0

User avatar
snufkin
Posts: 206
Joined: Sun Apr 22, 2007 7:40 am
Location: borderland of Ranrike

Post by snufkin »

Telvannia wrote:Asgaror...

Migogaror:

Nioavellir:


all of these O:s should be D:s and I dont know from where you picked up migogaror as a name for midgard.

not too sure about nidavellir.. but dwarves were smiths for the black elves of svartalfheimr which sometimes is called nidavellir (but much less common afaik)
The comet cometh!
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

gimil wrote:can we have some little people walking around :)

I really want to, also i would love to have it a map where you have night and day, but i dont think i can :(
I will add them anyway to my next update, but make them easy to remove.
But if animation gets allowed, then i will leave it on.

DiM wrote:the map looks good and has potential. i'll post more when i see the terits so i can get a good look at the gameplay

I'm nowhere near there yet.

snufkin wrote:all of these O:s should be D:s and I dont know from where you picked up migogaror as a name for midgard.

not too sure about nidavellir.. but dwarves were smiths for the black elves of svartalfheimr which sometimes is called nidavellir (but much less common afaik)

Migogaror came for wikipedia, but i always thought it was midgard, but the former sounded more norse.
well both svartalfheimr and nidavellir where down as one the 9 worlds of norse mythology, so i picked randomly which one to use, i will use the other in my next update (when i get down to drawing that part of the map, i will probably do Vanaheimr next.
User avatar
snufkin
Posts: 206
Joined: Sun Apr 22, 2007 7:40 am
Location: borderland of Ranrike

Post by snufkin »

Telvannia wrote:Migogaror came for wikipedia, but i always thought it was midgard, but the former sounded more norse.


That´s the problem with wiki - anyone can edit.
Migogaror must have been put there by someone who knows less than you or has severe alexia.
The comet cometh!
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

i had created a nice animation, but for some reason my gimp crashed.

I will try to redo it, but you will have to wait awhile.
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

here is part of the animation, it is far from complete.
but you might as well see it as it currently is:
Image
User avatar
Kaplowitz
Posts: 3088
Joined: Tue May 01, 2007 5:11 pm

Post by Kaplowitz »

That will get really annoying after a while :?
Image
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

Kaplowitz wrote:That will get really annoying after a while :?


that is the point.

It probably will look different in the end, but i might try to avoid having big movements.
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

Telvannia wrote:here is part of the animation, it is far from complete.
but you might as well see it as it currently is:
Image


if your doing day adn night you should have the shadows moving with teh sun rather than jsut fading away

but yeah i really like teh animation
What do you know about map making, bitch?
natty_dread wrote:I was wrong
Top Score:2403
KEYOGI
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Post by KEYOGI »

I don't understand why you would be wasting your time with animations when they're not going to be included in the map. Also, I'm not criticising your animations in particular, but an animation should aim to immerse the player further into the map and I think most animations are going to do the complete opposite. To achieve any sort of desirable effect will require a lengthy animation and that's just not practical.
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

gimil wrote:if your doing day adn night you should have the shadows moving with teh sun rather than jsut fading away

but yeah i really like teh animation

i think that adding moving shadows will just be a bit to hard at the moment.

KEYOGI wrote:I don't understand why you would be wasting your time with animations when they're not going to be included in the map. Also, I'm not criticising your animations in particular, but an animation should aim to immerse the player further into the map and I think most animations are going to do the complete opposite. To achieve any sort of desirable effect will require a lengthy animation and that's just not practical.

I will leave animation alone until i have a complete map, then i might consider making a long animation, but i think i will work on the rest of the map first.
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

KEYOGI i think you were being a bit harsh. he only jsut learned to do animations. Even if it diesnt get included in the final map at least he had fun and learned something.

you said the same thing to DiM about workign in 3D and he told you the exact same thing.
What do you know about map making, bitch?
natty_dread wrote:I was wrong
Top Score:2403
KEYOGI
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Post by KEYOGI »

Sorry your Majesty. God forbid anyone express an opinion that you don't agree with. :roll:

Look at my post again. I didn't single out Telvannia and his work, I was making a general statement about animations.

Look at the facts. Animation is not currently supported and opinion is pretty divided on the matter. I think if animation is considered in the future it would have to be extremely well done to be justified as an inclusion.

I believe the key to good animation for a map comes down to subtlety and length. Which, then one can argue is there really any point to it all? It has to be subtle as to not be a distraction and for the same reason it would have to be long. All this adds up to large file sizes which are not practical, regardless of your opinion on whether they look good or not.
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

i partly agree with keyogi.
yes the animations have to be very lengthy in order for them to provide an accurate feeling and they have to be done in taste to not distract attention.


what i don't agree is the file size problem.
let me develop this thought.

we now have small and large maps which are mandatory for a map to get quenched.

i say an OPTIONAL large animated map is good. the map maker creates it and it is added on the site as a third option.
yes it will be a large file but if you have a slow connection you're not forced to play it. just go with small or large. not to mention the animation will take time when you first load it then it is stored in the cache. :wink:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

i agree with the above two, if i do do an animation then i will have to do a long one, so it does not become repetitive. But as i said i will add the animations later when i have a whole map, then i can do a long one which might look alright, i probably wont do a night and day one because they are obviously repetitive.
I can wait to mess around with animation on the Ragnarök part of the map, i can have people dying everywhere :twisted: .

But until i have a complete map i will leave animation alone.


Quick Question, does everyone like how Asgaror looks at the moment?
if so i will continue my map in that style.

By the way KEYOGI can you delete the poll i want to put up a new one.
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

Telvannia wrote:i agree with the above two, if i do do an animation then i will have to do a long one, so it does not become repetitive. But as i said i will add the animations later when i have a whole map, then i can do a long one which might look alright, i probably wont do a night and day one because they are obviously repetitive.
I can wait to mess around with animation on the Ragnarök part of the map, i can have people dying everywhere :twisted: .

But until i have a complete map i will leave animation alone.


Quick Question, does everyone like how Asgaror looks at the moment?
if so i will continue my map in that style.

By the way KEYOGI can you delete the poll i want to put up a new one.


cool.

yep, asgaror looks good. go on and do the rest.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
KEYOGI
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Post by KEYOGI »

Possible and a good Idea?

Yes to Both
66% [ 18 ]
Possible yes, but not good
0% [ 0 ]
Good idea, not possible though (ever with new XML features)
11% [ 3 ]
Not possible and not good.
22% [ 6 ]

Total Votes : 27
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

finally a update (and a new poll)

here is Vanaheimr:

Image

needs names and shadows still. And probably a few corrections (noticed some extra pixels bottom left :?

here is argaror again to compare with:

Image
KEYOGI
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Post by KEYOGI »

I think either the buildings are too blurry or the wooden fence/gate too sharp. Perhaps look into trying to bring one into line with the other.

Early stages yet, but the font is pretty hard to read. At least apply some effects to it to try and make it stand out from the background.
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

the latest update is no where near the quality of the 1st part
What do you know about map making, bitch?
natty_dread wrote:I was wrong
Top Score:2403
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

KEYOGI wrote:I think either the buildings are too blurry or the wooden fence/gate too sharp. Perhaps look into trying to bring one into line with the other.

Early stages yet, but the font is pretty hard to read. At least apply some effects to it to try and make it stand out from the background.


I will look in to it, maybe that is why it looked funny.


gimil wrote:the latest update is no where near the quality of the 1st part


I know i made it too quickly, i will redo it when i get the chance
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

good good.

I thought you were losing your touch :shock:
What do you know about map making, bitch?
natty_dread wrote:I was wrong
Top Score:2403
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

Vanaheimr looks very blurry :shock:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
riggable
Posts: 1001
Joined: Fri Mar 30, 2007 1:12 am

Post by riggable »

especially the grass. I like the buildings though. Just sharpen stuff up and it should be good.

EDIT: I've found the problem. In the first section you made, you worked hard to make the shadows obvious. However, In the new section you just did, theres not a shadow in sight. When compared, that defintely makes it seem like theres something "wrong" with the new one.
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Post by gimil »

The problem si he got lazy with this update ;)
What do you know about map making, bitch?
natty_dread wrote:I was wrong
Top Score:2403
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

here is a slightly better update for Vanaheimr:
shadows are not finished see reason below.
Image

I need help making the shadow look right on the slope going down from the bit building on top of the hilly bit.

should be less blurry i think
Post Reply

Return to “Melting Pot: Map Ideas”