Work in progress
UPDATEDOn 1th of novemberFor a while now, i've been working on a PVKII map after i gave up on my previous WIP's a year or two ago. The map will be Trinket Wars and will be fully covered into snow. At the moment i'm still pretty much working on the layout and i plan on making the map bigger and much more detailed when i'm done with the layout. There are still alot of things to get improved such as the displacements and houses but i just thought it would be nice to share my WIP with the community.
This is the old layout ingame, there's now a cave in the middle with soon 3 paths leading to the 3 bases.

There's a 3d skybox with water around the map.
I also plan on making the 3d skybox much more crowded, i have already added a few displacements that turned out to big, will change that later.
Here's a shot of the current cave, probably where the vikings will spawn at the start of TW.

::EDIT - Made a second entrance, changed lighting a bit.

and here's a small preview of how the map
looked like from the sides :
Added cave in the middle which you cant see on this old pic

The pirate boat at the moment is the Pirates spawn, perhaps i'll make it more closed off like Island and Trium.
- I started working on the cave in the middle, made already one path, middle is 25% done. Here's a quick preview of the middle :

Feel free to give ideas, suggestions or opinions i'll be happy to recieve them. I'll post new pictures very soon.
Comments
Thanks for the quick reply, i made those dead ends to pretty much seal the map off, i personally think it's better this way instead of working on the playable area immediatly, perhaps i should add another entrance to the cave. It looks quite flat because you can't see the water in the layout, you won't really worry too much about it with the water added ingame, especially when i get to start on the more playable area in the middle of the map, i still really gotta figure out what to add there, perhaps i'll make a small cave in the middle with like 3 paths that head to each base
I be pro grammar!
Preparing maps for a special occasion release can be either wishful thinking or extremely motivating. I hope it's the latter for you. No matter which direction you take to complete this map, the community will play it
Co-Lead | Level Designer
Co-Lead | Level Designer
Co-Lead | Level Designer
I will certainly do.
I'll add a new video very soon with the updated map, the last video was quite old!
The video turned out way darker than i thought, it looks so much better ingame!
Update :
Added a start of a cave in the middle of the map with 3 starting paths.
Smoothed up some land.
I would also like to ask what the hell is wrong with the water, it suddenly started after i changed some things of my map. Under the water there's a purple/pink texture and above the surface it doesn't really look good either, also added a water_lod_controll and also already tested it withouth, help!
The 3d skybox water looks far better and detailed, the main land water used to be like that aswell.
maybe try to rebuild cubemaps?
mat_specular 0
buildcubemaps
then change map to another one and back again
When searching I found this - which elegantly explains what I have in my imagination:
http://gadgetgrid.gadgetgridllc.netdna-cdn...-bakeware-2.jpg
Buildings arranged in way to help performance.
Also, adding this could help the map. You could add crevasses and tunnels through it. Even have parts that fall down onto the player as they pass by!
http://us.123rf.com/400wm/400/400/alanpoul...o-the-ocean.jpg
You could even have ice chunks that ppl can jump and walk across. I'd make the water hurt the players quickly. Make entry unforgiving to help keep them away from the walls of the skybox
http://images.nationalgeographic.com/wpf/m...mp;01NA=ck&
Co-Lead | Level Designer
mat_specular 0
buildcubemaps
then change map to another one and back again
I tried that and it doesn't work, these messages appears in the console :
No such variable "$fogstart" for material "nature/water_coast01_beneath"
No such variable "$fogend" for material "nature/water_coast01_beneath"
No such variable "$fogcolor" for material "nature/water_coast01_beneath"
No such variable "$fogenable" for material "nature/water_coast01_beneath"
I'm thinking it has to do something with the fog because it happend right after i added fog, any ideas?
I already removed the fog, still happening. I also love the water texture so i'm not sure if i want to change that.
I like the houses idea but i'm not so sure where to add that, it does take quite some space but still, keep the ideas coming!
Co-Lead | Level Designer
Co-Lead | Level Designer
kinship is open for boarding,
sign the board and let flotsam become .s2
http://forums.pvkii.com/index.php?showtopic=12155
the uncurstable; the untouchable alliance, coalition, syndicate, kinfolks.... coterie
s2 'You'
http://www.nomoreroominhell.com/forums/ind...mp;#entry108894
I'll still work on the pvkii one aswell but i need some breaks in between.
I'm not so sure what you mean with skirmishers running grounds but isn't every tw a clusterfridge?
for anyone interested :
http://www.nomoreroominhell.com/forums/ind...?showtopic=6526