community mapping project

A secret forum for people who preorder Overgrowth!
Post Reply
User avatar
m3nace
Posts: 406
Joined: Sun Jul 26, 2009 11:00 am

community mapping project

Post by m3nace » Sat Nov 21, 2009 5:04 pm

Since the tools aren't quite done yet, and we all lack an actual goal with our creations, I thaught I'd start a community project.
The project should consist of two to three maps, that we all create together, splitting the work up into 4 categories
-conceptart (creating the concepts for the maps and the props that should be in them)
-initial mapping (creating the heightmaps, colormaps and putting them together to a physical map)
-modelling (creating the props, mainly from concepts but also of free imagination if you want to, this also includes making seamless textures for the buildingblocks)
-final mapping (making it all happen, by putting together all the stuff with the conceptart in mind,
but also of free imagination if you want to)

So as you might have been able to see out of it, it is very free of any boundaries so that it wont get all boring and slavish to take some of those jobs. There are no restrictions for how many people can have a single job, nor how many you can take yourself. But keep in mind that we wont get long if there are 14 conceptartists but no modellers, but again you are free to choose anything you like.

When the conceptartists (together with everyone else) have narrowed the direction of the maps down to two or three distiguished environments, two or three new topics will pop up, with the names given to the maps. From there you can choose to focus on one map or work on more at once.

Now the first jobs to be taken will of course be the conceptartists. You should submit your conceptart in the concept art for cmptopic just outside (cmp is for community mapping project).

For a tutorial on making seamless textures:go here
For a tutorial on making heightmaps with l3dt: go here
For a tutorial/workflow on conceptart: (also check out the fan-art spotlights, and this one)
thanks to all the contributers of the tutorials

New topics will pop up for each category when the time is right.
That's all for now, I hope you'll all have a blast making these series of maps.

User avatar
zipil
Posts: 33
Joined: Tue Dec 30, 2008 5:29 pm

Re: community mapping project

Post by zipil » Sat Nov 21, 2009 6:57 pm

How about instead of starting another project you join us in making this campaign viewtopic.php?f=13&t=5405 we have already got a story and now we need maps and stuff.

User avatar
m3nace
Posts: 406
Joined: Sun Jul 26, 2009 11:00 am

Re: community mapping project

Post by m3nace » Sun Nov 22, 2009 4:50 am

zipil wrote:How about instead of starting another project you join us in making this campaign viewtopic.php?f=13&t=5405 we have already got a story and now we need maps and stuff.
well the thing about making the campaign, is that it's quite a big project for a game that isn't even done yet. I think we should start out small.

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: community mapping project

Post by Endoperez » Sun Nov 22, 2009 5:47 am

m3nace wrote:well the thing about making the campaign, is that it's quite a big project for a game that isn't even done yet. I think we should start out small.
I agree 100%.

I'm tentatively in as a modeler. For the levels themselves, I'd like to see some massive abandoned temples, perhaps partly inside a cave. I don't think forests or other areas with lots of plants would work for everyone, yet, so I vote against those. I also think we shouldn't try to imitate Hale's style, but go for something else. If we do buildings, they should be different, e.g. a village instead of a city.

I'm not a great texturer, so something simple would be preferable, but I can try more complex stuff as well. It just takes longer, and then I might start running out of steam...

User avatar
m3nace
Posts: 406
Joined: Sun Jul 26, 2009 11:00 am

Re: community mapping project

Post by m3nace » Sun Nov 22, 2009 6:12 am

nice

User avatar
zipil
Posts: 33
Joined: Tue Dec 30, 2008 5:29 pm

Re: community mapping project

Post by zipil » Tue Nov 24, 2009 1:17 am

Well i am not saying to start now i agree that we should wait for the game to be more complete i was just asking if you would be happy to join us when we do start

User avatar
m3nace
Posts: 406
Joined: Sun Jul 26, 2009 11:00 am

Re: community mapping project

Post by m3nace » Tue Nov 24, 2009 9:21 am

maybe, and I'm asking you to join up here :P along with everybody else of course

a_bloke_101
Posts: 25
Joined: Sat Aug 15, 2009 9:44 pm
Location: In a blimp high above you, (yes I can see you right now)!

Re: community mapping project

Post by a_bloke_101 » Thu Dec 17, 2009 11:09 pm

Ok I'll do some concepts, I can do some designs pretty quick and I might draw up some top down level designs so we can see exactly what we need in terms of models. :D :D

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: community mapping project

Post by Endoperez » Fri Dec 18, 2009 5:08 am

a_bloke_101 wrote:Ok I'll do some concepts, I can do some designs pretty quick and I might draw up some top down level designs so we can see exactly what we need in terms of models. :D :D
Excellent! As you can see in the other thread, we're going for ~3 buildings, one of which is a blacksmith's place. I'm not sure if it's that easy to see what models we'll need, because the Overgrowth way would be to build things from pieces.

User avatar
m3nace
Posts: 406
Joined: Sun Jul 26, 2009 11:00 am

Re: community mapping project

Post by m3nace » Fri Dec 18, 2009 6:27 pm

well we could divide the buildings into walls, poles, stones, floor and ceiling
that way we could do it real OG style and create lots more buildings
i think I'll do some concepts for how exactly we could do that

oh and another building that we need - tavern!

edit: and glad you joined us a_bloke

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: community mapping project

Post by Endoperez » Sun Dec 20, 2009 4:41 am

m3nace wrote:well we could divide the buildings into walls, poles, stones, floor and ceiling
that way we could do it real OG style and create lots more buildings
i think I'll do some concepts for how exactly we could do that
I know how I want to do the roof, but I'm not sure about the walls. I haven't tried sculpting a stone wall, and don't know how noticeable the tiling would be, or if it could be scaled. I considered making a simple wall with a simple texture, and then adding separate stones to the wall to make it more interesting.

User avatar
m3nace
Posts: 406
Joined: Sun Jul 26, 2009 11:00 am

Re: community mapping project

Post by m3nace » Sun Dec 20, 2009 7:55 am

Endoperez wrote:
m3nace wrote:well we could divide the buildings into walls, poles, stones, floor and ceiling
that way we could do it real OG style and create lots more buildings
i think I'll do some concepts for how exactly we could do that
I know how I want to do the roof, but I'm not sure about the walls. I haven't tried sculpting a stone wall, and don't know how noticeable the tiling would be, or if it could be scaled. I considered making a simple wall with a simple texture, and then adding separate stones to the wall to make it more interesting.
making stone walls shouldn't really be that difficult, just create a wall with some vertical noise and then do a bump map (or as i prefer, the other way around). And about the tiling, we should just create two sizes of walls.
I'll sketch some primitives to show you what we could do

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: community mapping project

Post by Endoperez » Sun Dec 20, 2009 8:43 am

m3nace wrote:making stone walls shouldn't really be that difficult, just create a wall with some vertical noise and then do a bump map (or as i prefer, the other way around). And about the tiling, we should just create two sizes of walls.
I'll sketch some primitives to show you what we could do
You're probably right. I was worried that having just few wall primitives would make all the walls look the same, but I didn't remember decals. I was trying to come up with a way to add features to the walls to differentiate them, but that's what decals are for...

Post Reply