• Stingard_b1
    47 replies, posted
This map was created purely for Darkspider's gamemode 'Darklands RPG', but can be used for sandbox if you want to. [url=http://www.garrysmod.org/downloads/?a=view&id=97370][img]http://www.garrysmod.org/img/?t=dll&id=97370[/img][/url] [IMG]http://i251.photobucket.com/albums/gg306/evil-scotsman/Darklands/balrum20009.jpg[/IMG] [IMG]http://i251.photobucket.com/albums/gg306/evil-scotsman/Darklands/cave0000.jpg[/IMG] [IMG]http://i251.photobucket.com/albums/gg306/evil-scotsman/Darklands/balrum20008.jpg[/IMG] Features - Large bright green valley as far as hammer will allow on the X/Y plane - 3 Large caves - A medium sized wood village with interiors - Flowing river Note: Darklands RPG uses an instancing system. All the teleporting between the different areas (outside, building interiors, caves) is done via lua on the server. So if you play on sandbox then you need to use noclip to get to each area. There's a lot that still needs to be done, I rushed this version out because the open beta for Darklands RPG begins on the 30th of april. Things I want to add include more cave enterances, more outposts (at the moment there is only one, and that only has one building) and redesign the huge tower thing Please post any suggestions on improvements (But please try to fully explain what you're saying, I'm a bit thick :P)
Could use some trees, perhaps. It's pretty enough, but way blurry.
Nice. I'm on the Darklandservers website under the same username, also.
Trees are serverside on the gamemode, created with an editor. Yeah, I cranked up the mip mapping on those textures, I feel it reduces the look of some repeating textures. Although yes, it does look pretty damn blurry, I'll see what I can do about that.
anyone else think "oblivion" when they saw the pics?
Those cave walls remind me of paralax mapping.
Seems pretty basic, the cave walls look like you subdivided them weird. The outside areas are WAY to high scale, and it looks blurry as shit from far away.
[QUOTE=Firegod522;21655763] the cave walls look like you subdivided them weird.[/QUOTE] You really need to explain. Just saying that I 'subdivided them weird' doesn't mean a thing to me. How are they weird? What is odd about them? Specifics, man, specifics.
They look like eggs from this picture. [img_thumb]http://i251.photobucket.com/albums/gg306/evil-scotsman/Darklands/cave0000.jpg[/img_thumb]
You should really change the grass an sand textures so they fit with the textures of the buildings. Look ridiculously out of place.
Server IP please.
[QUOTE=Aedan1;21663908]Server IP please.[/QUOTE] Everyone, rate this man agree!
[QUOTE=Aedan1;21663908]Server IP please.[/QUOTE] Not out yet, it would have been out yesterday but garry released an update which prolonged it. Apparently it's going to be out today
[QUOTE=AlfieGroove;21664172]Not out yet, it would have been out yesterday but garry released an update which prolonged it. Apparently it's going to be out today[/QUOTE] When it's "out", post the IP, [i]would you kindly?[/i] I play too much Bioshock. :colbert:
nice, i read stalingrad btw
This map is fantastic but in Sandbox it's not very funny to go somewhere in the map with noclip.I think it will be better if there are teleporters in Sandbox :( . But the map is very beatiful , good work (Sorry for the bad english :p)
This is the IP for darkland rpg, 70.42.179.31:27015 it's closed though.
Pure love !
cool! Is beta test of darkland rp open?
-snip-
[QUOTE=Firegod522;21662257]They look like eggs from this picture. [img_thumb]http://i251.photobucket.com/albums/gg306/evil-scotsman/Darklands/cave0000.jpg[/img_thumb][/QUOTE] Oh, you mean like how the curves of the walls make an egg shape. Yeah, that's cause I morphed the displacement after I subdivided it, to get a more cave-y shape. Or are you talking about something else? [QUOTE=Stickmna;21662399]You should really change the grass an sand textures so they fit with the textures of the buildings. Look ridiculously out of place.[/QUOTE] Well, the sand is actually a normal hl2 texture but the lighting makes it seem pretty bright. I was thinking, maybe, changing all the textures in the village to be brighter to fit with the grass, rather than the other way around. I and a number of people like the bright green grass, so that's a must keep. This kinda wasn't supposed to be an advertisment for darklands rpg since it's still beta and theres still a lot of stuff that the team want to add before properly announcing it. Oh and, I'm in the news :D That's so cool. ^^
Tell everyone about me when your famous!
Holy crap, Evil. Nice. :)
Cliff and grass texture aren't good, but it's nice
Wow. Except for the strange looking cliff textures it looks amazing!
Joining the Beta server as I type this. From the pictures, I'd say the skybox looks really plainly blue. Maybe some clouds? Also, as said before, the grass and ground textures look reallllyyy low quality. I'd add a higher quality texture, as well as some plants (such as bushes and shrubbery) as well as varying trees. Those logs for the fence and those buildings had to come from somewhere! So some cut down trees would also make some sense :). But seriously, looks great so far. Keep it up! :3:
The trees are all in the server. They are part of the gamemode.
first picture reminds me of hobbiton from lord of the rings
70.42.179.31:27015
[QUOTE=PC-is-bacon;21650087]anyone else think "oblivion" when they saw the pics?[/QUOTE] I was thinking "Lord of the rings" a bit
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