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Version 1.2 released; new game mode, new map, misc improvements

#17 2014-01-05 05:18:32

sdfgeoff
Beta Tester
Registered: 2013-09-27
Posts: 103
Website

Re: A touchy subject: Descent Maps

The details are in this thread.

I've started texturing, and here's what it is so far:
minervaimage.jpg

Last edited by sdfgeoff (2014-01-05 05:18:57)

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#18 2014-01-05 07:00:32

CommandoRash
Member
From: Clarksville, TN
Registered: 2013-11-12
Posts: 97

Re: A touchy subject: Descent Maps

Sweet!

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#19 2014-01-05 18:01:12

Splotchie
the lounge's pet leopard
From: some other reality
Registered: 2013-09-16
Posts: 81
Website

Re: A touchy subject: Descent Maps

Since they're being remade I'd like to see them with some more detail than just cubes.  If they look professional and well-detailed it will draw more players in, I think.

Last edited by Splotchie (2014-01-05 18:02:07)


We live in a universe...                                                                    it's distracting
=========================================================
beware of ounce

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#20 2014-01-05 18:26:30

CommandoRash
Member
From: Clarksville, TN
Registered: 2013-11-12
Posts: 97

Re: A touchy subject: Descent Maps

...Unfortunately cubes are the torque engines strong point I'm afraid.

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#21 2014-01-05 19:11:44

Splotchie
the lounge's pet leopard
From: some other reality
Registered: 2013-09-16
Posts: 81
Website

Re: A touchy subject: Descent Maps

Cubes are nearly every engine's strong point.  It doesn't mean that's all you can use.

Last edited by Splotchie (2014-01-05 19:15:05)


We live in a universe...                                                                    it's distracting
=========================================================
beware of ounce

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#22 2014-01-05 20:17:23

Blarget2
Beta Tester
Registered: 2013-08-14
Posts: 25

Re: A touchy subject: Descent Maps

I am going to chime in here (after a very long absence), and say that even original descent maps can look detailed.

scrn0038.png

Neptomb1.jpg
(I made these btw)


Now taking the assumption that torque uses something similar to bsp shapes (like in quake and in cs:s), it would not be too much to ask mappers to make detailed maps based on old descent maps.

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#23 2014-01-05 21:03:52

CommandoRash
Member
From: Clarksville, TN
Registered: 2013-11-12
Posts: 97

Re: A touchy subject: Descent Maps

You have a lot of talent! It's gonna take a lot of learning for me to make that kind of architecture. When the .map gets exported as .dif, It seems to shatter some shapes if the intersect too much and then you can see straight through the texture. I'm not sure of how to work around that. I've been watching torque constructor tutorials on youtube and I haven't found anything that shows or teaches how to make highly detailed structures. If there was a way to grab the vertex like in D3Edit, it could be easily done, but it doesn't seem to be allowed in Torque Constructor.

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#24 2014-01-05 21:54:18

Scott
Refractory Studios
Registered: 2012-08-07
Posts: 463
Website

Re: A touchy subject: Descent Maps

Blarget2 wrote:

Now taking the assumption that torque uses something similar to bsp shapes (like in quake and in cs:s),

It is exactly like that, in fact.

It's a different way of building geometry than we are used to from D1/2 or 3. I personally don't like it nearly as much as polygon modeling (like in D3Edit), but it does work. It can be used to build interesting and detailed shapes.

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#25 2014-01-05 22:13:58

Spaz
Rookie Member
From: California
Registered: 2014-01-05
Posts: 3
Website

Re: A touchy subject: Descent Maps

Hey guys,

Spaz here. It was brought to my attention that there has been some discussion about porting my levels for this game. While I truly appreciate the desire to do so... I'd like to kindly ask that it not be done.

Firstly, and respectfully, the levels are quite literally my property. I worked supremely hard on those levels during a very difficult time of my life. They mean more to me than anyone can even being to imagine.

Secondly, they were created with the specifics of Descent in mind. I built those levels down to the inth detail... factoring in chording speeds, firing rates, weapon frequency, weapon respawn rates, and other myriad things. To port the levels over is to do them a disservice. Unless Talon is an exact clone (which its clearly not) the levels are not going to be the same.

I'd like to ask that instead of people leaning upon my levels as quick fix or a bridge into a new game... find some inspiration and creativity and build some new levels. I literally found inspiration in most everything when I was building levels - from houses, buildings, and tunnels... to movies, cartoons, and classic art. Hell, I think I even build some levels based on thinking about flying around inside of the Lego moon bases I once built as a kid.

Bottom line... please let my levels rest in peace. If they meant anything to you then please honor my request. I won't be authorizing any ports of my levels... by anyone... even my closest friends. Let the levels rest. Please.

Thanks in advance!
Banning Lyon / Spaz

PS. If anyone has any questions feel free to contact me on Facebook. I'm a very busy guy nowadays... so I won't have a ton of time to follow this thread.

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#26 2014-01-05 22:19:58

sdfgeoff
Beta Tester
Registered: 2013-09-27
Posts: 103
Website

Re: A touchy subject: Descent Maps

Thank you very much for showing up Spaz, and whilst disappointed, I will respect your decision regarding this.
My half-complete port of Minerva now is no more.

Is it OK if I leave the images up in this thread?

Last edited by sdfgeoff (2014-01-05 22:56:31)

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#27 2014-01-05 22:27:37

sdfgeoff
Beta Tester
Registered: 2013-09-27
Posts: 103
Website

Re: A touchy subject: Descent Maps

When the .map gets exported as .dif, It seems to shatter some shapes if the intersect too much and then you can see straight through the texture

I discovered this as well, and simply re-did my geometry to make it work.

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#28 2014-01-05 22:52:06

CommandoRash
Member
From: Clarksville, TN
Registered: 2013-11-12
Posts: 97

Re: A touchy subject: Descent Maps

Well I'm disappointed now...

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#29 2014-01-05 23:09:38

CDN_Merlin
Beta Tester
Registered: 2013-09-25
Posts: 75

Re: A touchy subject: Descent Maps

Trying being creative and coming up with new maps instead of reusing old ones.  I find with a lot of games, people always want to port older maps and that isn't always a good thing.

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#30 2014-01-05 23:17:27

CommandoRash
Member
From: Clarksville, TN
Registered: 2013-11-12
Posts: 97

Re: A touchy subject: Descent Maps

new maps is the reason Call of Duty is still around

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#31 2014-01-05 23:45:59

Spaz
Rookie Member
From: California
Registered: 2014-01-05
Posts: 3
Website

Re: A touchy subject: Descent Maps

sdfgeoff wrote:

Thank you very much for showing up Spaz, and whilst disappointed, I will respect your decision regarding this.
My half-complete port of Minerva now is no more.

Is it OK if I leave the images up in this thread?

Absolutely. Leave the images up.

And thank you for your understanding. I truly do appreciate it. I mean that.

Banning Lyon / Spaz

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#32 2014-01-06 04:52:56

Scott
Refractory Studios
Registered: 2012-08-07
Posts: 463
Website

Re: A touchy subject: Descent Maps

Spaz wrote:

I built those levels down to the inth detail... factoring in chording speeds, firing rates, weapon frequency, weapon respawn rates, and other myriad things.

And I thought I was obsessive. tongue  Respect.

Anyway, welcome, Spaz! I'm sorry you were brought here by an issue which must feel like a bit of a burden by now, and I'm sorry you won't have more time to spend here. Still, good of you to drop by. smile

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