That is hilarious!Originally Posted by Leadstorm76 Go to original post
Description:
There is a scramble to get to safety as a glacial outpost begins drifting out to the open ocean after an ice cliff avalanche.
Atmosphere:
Night snow on dead open water.
Landmarks:
Ice Crushing Ocean Liner/Submarine
Antarctic Cliffs
Scientific Outpost and Supply Center
Features:
Seismic activity caused Rifts in Ice
Shredded and/or collapsed Surveliance Station
Ziplines and Caves connecting capsizing glaciers
Sudden loss of life with scramble to Life Boats
Supplies and Bodies drifting out to open water
It is going to be a challenge because I don't want the ground to be level. I want it to be flat but leaning so I will probably need to do a lot of ramp tool tricks. Since it is pretty ambitious I will be posting updates with my progress.Originally Posted by fourty3six2011 Go to original post
Completed Tests:
+ I can make ice cliffs - texture and terrain
+ I can make floating Ice - terrain
+ I can make a frozen surface you can fall under and drown - texture, terrain, and objects
+ I can make sludge - texture
+ I can put snow next to thin flat things - hole tool and objects
+ i can put snow on top of things you can go inside - hole tool and objects.
+ I can simulate steam and atmospheric 'cold' - waterfalls and lights
+ I can make objects which aren't white still feel as though they are made of ice - color theory, time of day, and lighting.
. Hypothesis - High contrast with neutral grays will produce the best 'snow' look.
. Application Theory 1 - Changing the water color to black reduces the amount of blue juxtaposed to sand which could make it look more white than yellow.
. Application Theory 2 - Masking warm colored objects with yellow lights makes the objects true color harder to determine
OR mixing blue light color onto warm colored items can mute their hue
. Application Theory 3 - Masking cool colored objects with blue lights will make the objects true color harder to determine
OR mixing yellow light color onto cool colored items can mute their hue
Next Tests:
+ Determine which are the best materials based on draw distance and layout location
+ Determine if grab-able debris will work in multiplayer.
+ Can I make a compelling way to go up a cliff face without being too vulnerable?
. Hypothesis 1 - create cracks in glacier which hide ramps
. Hypothesis 2 - use grab and climb debris or small ladders in a believable way
+ Can I make an area of interest at a lower elevation which feels safer and more inviting for the players than traversing to higher ground?
. Hypothesis 1 - Construction Mapping may be needed to offset gameflow
. Hypothesis 2 - Objective placement may help force gameflow
TO DOs:
+ Finish ^ Tests
+ Research camps, temporary military bases, cave spelunking, and mountain climbing.
+ Adjust rough layout if climbing is too vulnerable.
+ Place rough materials in areas to test draw distances.
+ Reach out to community for possible Coop Mappers to save time
- looking for a detail mapper
- looking for a statue mapper
+ Define if more tests are needed.
Sounds good. I could use the feedback!Originally Posted by fourty3six2011 Go to original post