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#21 Erephine

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Posted 03 August 2004 - 09:11 PM

Le Voila. *bows*

Beware, it's a 12 MB jpeg

[and it's gone. Move on, guys!]

You'll have to look at it in 100% zoom since low-zoomed area maps look crappy. ^_^

The amount of time it took me to do it was around 3.5 hours - I think I can win my bet, because I seriously doubt anyone can come up with the possible encounters, have ideas for map specifics, plan the thingy, code the area, give it random monster spawns, make the caves (there's three of em!), test, TIS'ify, WED'ify, and seal the whole thing in less than 3.5 hours.

As it's a 12 MB jpeg (and my other webhost doesnt have the sufficient capacity) I've hosted it on my alternate webhost, which actually isn't meant for things like this, so expect it to be taken down in a few day's time.

So better hit that save button ^_^

Edited by Erephine, 24 October 2005 - 07:47 AM.

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#22 hlidskialf

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Posted 03 August 2004 - 09:19 PM

Holy crap Lightspeed! (You're nick is somewhat accurate 'eh?) It looks great.
*Places an order for an even dozen.*


Edit: Come to think of it, you should post a tutorial for those who haven't dared such things yet. You certainly have the knack!

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#23 dragon_lord

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Posted 03 August 2004 - 10:01 PM

3 and half hours :ph34r:.... Wow thats amazing work lightspeed! How about making a few more and letting us play them? :P.
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#24 Chevar

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Posted 03 August 2004 - 10:36 PM

*Places an order for an even dozen.*

No kidding! Hey LS if you do anymore let me know, I'll snag them too >:)

Then again forget display how about some compression heh.

Edited by Chevar, 03 August 2004 - 10:37 PM.

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#25 Erephine

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Posted 03 August 2004 - 10:45 PM

As I've already mentioned, making them playable would take me much, *much* more than three hours. I'd basically never get done :P

If someone else codes them and implements them into BG2 (as free areas) I'll be up for making the area images.

Chevar: It's as compressed as much as possible (JPG!!) without looking horrible. Uncompressed, it's a 60 MB monster.

Edited by Lightspeed, 03 August 2004 - 10:47 PM.

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#26 Chevar

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Posted 03 August 2004 - 10:55 PM

As I've already mentioned, making them playable would take me much, *much* more than three hours. I'd basically never get done :P

If someone else codes them and implements them into BG2 (as free areas) I'll be up for making the area images.

Chevar: It's as compressed as much as possible (JPG!!) without looking horrible. Uncompressed, it's a 60 MB monster.

Actually I meant zipped..

I'll send you the worldmap I was planning to use for the mod I was planning to make - which I've considered returnging to.. it would be a load of free areas...
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#27 Erephine

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Posted 03 August 2004 - 11:32 PM

I've tried both ZIP and RAR. Both can compress it further with the fantastic value of 0%.

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#28 hlidskialf

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Posted 03 August 2004 - 11:46 PM

The actual picture is the hardest part of area creation for us "engineer" types. The conversion to areas is just a case of tedium crossed with carpel tunnel syndrome. (DAMN THOSE WALLGROUPS!) Any pics you make and open for use will be snatched up by greedy modders like myself to enhance their projects past the point of redundant recycled areas. I guarentee it. ;)

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#29 Erephine

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Posted 03 August 2004 - 11:49 PM

Actually, I'd love to see them converted into BG1-style wilderness areas for BG2. That'd be soo cool. ;)

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#30 SimDing0

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Posted 04 August 2004 - 12:38 AM

Just a few thoughts.

Like I said, this isn't going to fit into BG2 very well, since the style of the area is better suited to BG1. Also, the most obvious side effect of it being made from a combination of other areas is that the shadows face different directions throughout the map. Finally, there's a lot of copy/paste repetition visible along the diagonal line of cliffs, which look particularly weird when zoomed out.
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#31 Erephine

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Posted 04 August 2004 - 02:40 AM

shadow problem is a non issue as it already was like that in the original maps. Plus, I have fixed it pretty well. Copy&paste repetition will NOT be seen in any way in-game - just look at it at the right zoom damnit. For reference, check some of the original maps which are FAR worse when it comes to repetition. ;)

Fitting into BG1 or BG2 - well yes, it does fit 'better' into BG1, but that's probably because BG2 didn't have ANY areas of this kind, so theres hardly any comparison material.

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#32 SimDing0

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Posted 04 August 2004 - 03:01 AM

shadow problem is a non issue as it already was like that in the original maps. Plus, I have fixed it pretty well.

The shadows were certainly correct in BG2, which used properly rendered lighting.

Copy&paste repetition will NOT be seen in any way in-game - just look at it at the right zoom damnit. For reference, check some of the original maps which are FAR worse when it comes to repetition.  ;)

Again, BG1 only. BG2 doesn't repeat stuff in such a noticeable way. And it does show up on the right zoom. I can highlight particular bits that stand out if you want.

[EDIT] And for the record, the zoomed-out overhead area map also matters.

Fitting into BG1 or BG2 - well yes, it does fit 'better' into BG1, but that's probably because BG2 didn't have ANY areas of this kind, so theres hardly any comparison material.

See areas such as the Forest of Tethyr, Small Teeth Pass, North Forest, and the ToB wilderness area for examples of the BG2 style. Random encounter areas also provide a guide.

Edited by SimDing0, 04 August 2004 - 04:30 AM.

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#33 Hendryk

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Posted 04 August 2004 - 06:31 AM

Heh. My big problem with the pic is having cacti growing in the gulley. The topside is obviously so well-watered that even if the pond didn't somehow drain into the pit, it should be much too damp down there for desert succulants. Far better would be to treat the gully as a magical scar; hostile to all life and so without vegetation at all.

More generally, I can understand Light's point about there being "no" wilderness areas in BG2 to use. Obviously there are several but each is small compared to the BG1 areas and no one of them is a very good match for any of the others in content or style. Maybe what's needed is a project to expand terrain placeables?
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#34 Galactygon

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Posted 04 August 2004 - 09:33 AM

More generally, I can understand Light's point about there being "no" wilderness areas in BG2 to use. Obviously there are several but each is small compared to the BG1 areas and no one of them is a very good match for any of the others in content or style. Maybe what's needed is a project to expand terrain placeables?

Well, if someone *glances at Sim* can make a single large area with almost everything in it, you may work off of it.

Better yet, *glances at the DLTC wilderness area art*

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#35 SimDing0

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Posted 04 August 2004 - 10:09 AM

I really don't think I have the talent to produce something I'd be comfortable with people basing their work off. On the other hand, Max is a generous kinda guy...
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#36 Chevar

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Posted 04 August 2004 - 06:29 PM

I've tried both ZIP and RAR. Both can compress it further with the fantastic value of 0%.

yeah.. I just tried that earlier, and considered deleting my post after seeing the results - but at my DL manager can resume zips heh.
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#37 Erephine

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Posted 06 August 2004 - 05:51 PM

Time's up - Download has been removed.

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