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#21 jk1989jk

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Posted 16 May 2009 - 06:28 AM

here are two new areas ive created fully playable jus havent added anything to the areas yet ready for playtesting or for modding enjoy!

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#22 Thanatos.

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Posted 16 May 2009 - 04:18 PM

Nice! The stairs in the bottom left corner of the second one look a bit wonky, but other than that it looks great.

#23 Icendoan

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Posted 16 May 2009 - 10:58 PM

They look like an impossible construction to me. unless it is the side of a hill. :)

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#24 Azkyroth

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Posted 17 May 2009 - 02:49 AM

They look like an impossible construction to me. unless it is the side of a hill. :)

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#25 --jk1989jk--

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Posted 17 May 2009 - 03:55 AM

yh i just noticed that myself i think the stairs above will be sectioned off to look like a higher platform

#26 Miloch

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Posted 18 May 2009 - 02:14 AM

Some of your buildings have no shadows at all, or the shadows go off in different directions. Other than that, these have good potential.

By "fully playable" though, do you mean you've also created the tilesets, wall outlines, search/height/light maps etc. that go with playable areas? If so, that really is great work.

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#27 Kaeloree

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Posted 18 May 2009 - 02:23 AM

Well, from what I understand they're created automatically with IETME.

The best way to create an area, IMO (besides modelling it, of course), is to create it in Photoshop, where you have a lot more power over what's actually happening, and then use DLTCEP to make it into an area. DLTCEP is deceptively simple to use in this respect, it just takes a bit of reading up and practice. :)

#28 Miloch

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Posted 18 May 2009 - 02:33 AM

DLTCEP is deceptively simple to use in this respect, it just takes a bit of reading up and practice. :)

Compton's occlusion mapper might be an improvement over DLTCEP, for wall mapping at least.

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#29 jk1989jk

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Posted 18 May 2009 - 06:02 AM

Some of your buildings have no shadows at all, or the shadows go off in different directions. Other than that, these have good potential.

By "fully playable" though, do you mean you've also created the tilesets, wall outlines, search/height/light maps etc. that go with playable areas? If so, that really is great work.

yes the maps have walls and search maps so the npcs can go where they are supposed to go and there is shading behind the walls. there may be a few walls or search regions i missed i only quickly went over them.

#30 Solaufein

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Posted 05 June 2009 - 09:35 PM

Those are very nice areas. Good job.
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#31 jk1989jk

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Posted 31 August 2009 - 01:04 PM

Can I suggest you save them as jpeg rather than .gif? Chances are it'll look much better, and might even load faster, as well.

no probs K'aeloree this new map is in jpeg and is a very old and overgrown graveyard long forgotten i will also post this in the saverok romance post as requested, this is the first design and may be edited:)


another new area post snowy town :)

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#32 Zyraen

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Posted 01 September 2009 - 05:39 AM

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#33 Kuugen

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Posted 02 September 2009 - 01:11 AM

Is that just me or does the "snow" look more like "Ice" in the last map? Could be an explanation why the snow seems to have a blinding effect ( on me at least. bright. so bright. )

#34 jk1989jk

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Posted 02 September 2009 - 11:38 AM

Is that just me or does the "snow" look more like "Ice" in the last map? Could be an explanation why the snow seems to have a blinding effect ( on me at least. bright. so bright. )

yep your right there, reason is there were three available snow tiles i choose the ligthest with the least detail as i drawn the tiles to the map. the darker tiles of snow had more detail and when drawn were more clearly repeatative and looked unnatural.

#35 Picollo

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Posted 30 June 2010 - 02:44 AM

Because I've do not wanted to make new topic, I'm posting my area here:

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It's almost fully playable (I've don't made regions, and exits yet, but walls, lightmap, search regions etc. are prepared). If somebody wants to get full area, please PM

Edited by Picollo, 30 June 2010 - 02:46 AM.


#36 Picollo

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Posted 02 July 2010 - 05:31 AM

And another area:

Posted Image

#37 Eric P.

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Posted 03 July 2010 - 07:39 AM

And another area:

Posted Image


That map is beautiful, and looks like it could be used for a number of different things :) Great work!

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#38 Picollo

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Posted 03 July 2010 - 08:08 AM

I've been thinking about making some areas, without any quest, and maybe some monsters, and make from them mod, that could make BG2 more like BG1. It means, that traveling from Athkatla to Trademeet, Windspear, etc would require to travel though 3-4 areas. But it will take much time, and work, so I'm going to post also other areas (when i'll make them of course ;)) and maybe somebody inspired by them will get idea on some cool mod .

#39 Ipsissimus

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Posted 03 July 2010 - 11:40 AM

Very nice work on both areas :) I particularly like the building in the second one. And "transition areas" would be very cool indeed. Plus, it would allow modders to use relatively uncrowded areas for their NPCs/quests/whatever else, since some of the existing areas are getting pretty packed.
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#40 Picollo

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Posted 04 July 2010 - 04:50 AM

And another area.
An ruined guard tower, and some secret things in forest.

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