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Screenshot Design Competition Round 3 - Lost City of X
Screenshot Design Competition Round 3 Lost City of X Hey all! I apologize for the long delay between rounds. Some stuff came up that pulled me away from work, but we're ready to go, and I hope you all had an excellent holiday season. :) The winner of the last round, GPS51, has picked the new theme for Round 3: The Lost City of X. GPS has specified that all entries must take place in one of five outlying Dawn of Fantasy regions: Sssilistra Terrain Type: Mountains with open volacanos and dead treesDwarven Marches Terrain Type: Wet caves untouched by the DwarvesDunn Ergast Terrain Type: Caves – full of dwarf mining operationsBal Rattha Terrain Type: Desert – Wasteland, with some empty lakes and lots of dying treesThe Desolate Hills Terrain Type: empty wasteland with hills and swamp For inspiration, you can visit these regions in Dawn of Fantasy's Online Kingdom mode to view the surrounding terrain, but most of the pieces are just placeholders until we expand the playable world, so you are free to deviate from these designs. A design document is also available for more information on the unique lore of each region. And, you may have noticed that there are two other regions on the map, Deathlands in the southeast and the Tattered Islands/Isles of the Corsairs in the north, but we ask that you refrain from picking either of these regions as they're currently inaccessible to players. Not only is this a great choice of theme, but it's also something that Reverie devs are very interested in keeping an eye on as we have yet to design, in detail, these locations. So who knows, we may even use this round to scan potential level design hires. ;) These are regions that have yet to be properly flushed out, so feel free to depict them in whatever way you imagine them! We have two small change and one announcement before we begin:
Rules, tips, and information on voting and prizes can be found here. We will likely add to the prize pool for this round, but that will be announced later on. |
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very nice ark :)
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ty. i know it's not great,but don't have epic design skills here hehe
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That would not be a fun maze to get lost in. :p Great work!
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ty lol.it was quite annoying to do,had to make part by part. It's cool when you can make your design,but boy it takes forever to turn the parts and make it look decent specially when you have to rotate every single wall/palisade/
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2 Attachment(s)
A screenshot,and the dofscn with a small cinematic,still working on it.
Right now cinematic just does a circle of the town,and town has production buildings,they didnt want to keep their scale when i was testing it.Gonna be working on getting the fx better,scaling some of the stuff a bit better,and figure out how to script unit movement during a cinematic. This is supposed to be Dunn Ergast fotress,sadly have no clue how to open the model files to change em,so used human buildings. If anyone has some advice on lighting without using ambeint or sun(supposed to be cave) would appreciate,I havent found anything yet that acts as a light source :< |
Excellent design! Can't wait to see the cinematic.
Perhaps have some torches glowing eerily in the mist? :D |
I have a map now in progress that will be sure to amaze everyone!....spent 6 hours making a custom water fall =/....but damn does it look cool :p
anyone know what I press to screen shot during the editor? |
Look forward to seeing your map, Gongora.
To take a screenshot in the Editor, just use the Prnt Scrn button and paste into an image editing program or Play the scenario and use the F1 key. If you play the scenario to take a screenshot, I recommend setting up a camera in Cinematic mode first (View->Cinematic mode). Use WASD and arrow keys to position the camera, press M to place the camera and enter a name e.g. Cam1 You will need to add in some scripting to switch the view to the camera and hide the GUI. This is the code I use for when I want to take a screenshot from a scenario: Code:
#include < Resource/Scripts/Map/SetupMap.fus >If you have units from multiple players and you don't want them to fight when you play the scenario, you'll need to set diplomacy. Here's the code I use for diplomacy: Code:
Trigger.Diplomacy=function ()Hope this helps. |
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