|
Post by Julius CMXCIX on Sept 21, 2008 16:11:33 GMT
How do you approach designing large expanses of water? And do you have any example screenshots?
|
|
|
Post by Morgoth on Sept 21, 2008 17:22:05 GMT
I never do. If I do, it is plain deep water unless the plot requires something else. I mean, you can't put eye candy into an ocean...
|
|
|
Post by jon. on Sept 21, 2008 18:15:29 GMT
You design the water like any other body and don't have the player go through all of it.
|
|
Jatayu
Stormwind Member
Jatayu
Posts: 1,064
|
Post by Jatayu on Sept 22, 2008 4:51:06 GMT
See my atlantis scenarios
|
|
Andan
Stormwind Member
Andan
Attempting to design a scenario
Posts: 756
|
Post by Andan on Sept 22, 2008 6:17:36 GMT
Making lots of isles, big and tiny ones, is a good strategy to avoid having boring, blue blanket stretched across the whole world.
|
|
Von
Stormwind Member
VonCorgev
Vene, Vidi, Verse.
Posts: 818
|
Post by Von on Sept 22, 2008 11:53:10 GMT
The Jaguar Gold has quite a lot of water througout the scenario. The way Basse and I approached it is really very much similar to Andan's method. Make the coasts look like 'coasts' ie. common sense. I guess we were also helped by the fact that the scenario is based in a very 'tropical' climate, therefore, quite a lot of shallows and smaller sections of island and what not scattered thoughtfully througout the water. You need to try and make the ocean interesting. Just thinking about it, I would love to see a scenario set in Egypt. I think the Nile delta would translate very well into AoK. Basse, would it be ok if I posted a mapshot (an older one) of TJG as an example of how we approached the water? Maybe we could even get some feedback from it?
|
|
Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
|
Post by Matt on Sept 22, 2008 13:08:40 GMT
How do you approach designing large expanses of water? And do you have any example screenshots? My attempts are usually to use the 2d graphics to simulate 3d wave movements. Usually this entails starting with medium water as the base, drawing 'waves in with shallow water, and then shadowing the waves in certain areas with deep. IMAGE
|
|
|
Post by Basse on Sept 22, 2008 13:56:08 GMT
Sure thing. Like Von said, it's rather easy to make the water parts for TJG since it's mainly swampy lake the action is centered around. In other cases, such as Defend the Island, I mix the water close to the coast and let it be deep-medium far off the island. It's more realistic that way (plus I don't have to put all that much work into it )
|
|
|
Post by Julius CMXCIX on Sept 26, 2008 19:49:28 GMT
I like your method, matty. Now I'll have to squeeze an ocean into one of my designs to make use of it.
|
|