Testing New Maps

Information and teasers from the upcoming mod, Cabal Wars - Aeons Tide. NOTICE: This project has been scrapped in lieu of the Shadow Empires mod.
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Joel
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Testing New Maps

Post by Joel » Wed Mar 05, 2003 8:40 am

Well I've been seeking for new map source and come along with some BG2-IWD map.

There is some fake test, could one tell me if :

1. colors are right with this palette.
2. perspective is good.
3. monsetrs to players scale is correct.

The maps :

http://dynamic5.gamespy.com/~cabalwars/ ... t_pers.jpg
http://dynamic5.gamespy.com/~cabalwars/ ... _pers2.jpg
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Re: Testing New Maps

Post by Brother Laz » Wed Mar 05, 2003 9:28 am

The colours are right, except for the fact that the chars are maybe a bit too bright. Nothing that transformcolour 2, 3, 5 or 8 wouldn't fix, tho...

The spiders are just the right size and colour. :)

I don't know what the char is supposed to be, but he barely seems to fit in the doorway... but if it's a barb, that's OK. :)
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Re: Testing New Maps

Post by Joel » Wed Mar 05, 2003 9:32 am

yes it's a barb :D
and for the brightness it got fixed asap :D
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Re: Testing New Maps

Post by Mathiu Silverburg » Wed Mar 05, 2003 11:31 am

There's nothing I can say I don't like here...

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Re: Testing New Maps

Post by Alkalund » Wed Mar 05, 2003 5:26 pm

All is looking really sweet here, colors are fine. As I said to you earlier, when this is implemented with monster and character shadows in game, it will rock... but if the place is really, really dark in game, this won't make much of a difference :mrgreen:

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Re: Testing New Maps

Post by Joel » Wed Mar 05, 2003 5:31 pm

my main problem is now to take those sweet doodads and landscape and stick them on D2 tiles ... not easy task I tell you :}
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Re: Testing New Maps

Post by Aedeon » Wed Mar 05, 2003 9:12 pm

nice maps, didn't know you could do that
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Re: Testing New Maps

Post by Mathiu Silverburg » Wed Mar 05, 2003 9:16 pm

I stopped wondering HOW Joel is doing things long time ago...

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Re: Testing New Maps

Post by Joel » Wed Mar 05, 2003 9:42 pm

[quote=Aedeon";p="74632"]nice maps, didn't know you could do that[/quote]

Well I use the dt1 tools of Paul applied to maps I extracetd from various BG like game. Now the biggets problem is to grab the correct aprt of the landscape and stick it on normal D2 tiles ...
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Re: Testing New Maps

Post by DDDiablo » Mon Mar 10, 2003 2:53 am

WOWOWOWOWOWOWO

Nice piece of work. I'll forever envy you guys since Diablo 2 is the only RPG I have. *Cries. I'll never be able to get stuff from other games. All depend on you guys to supply me with animations and stuff.

But hey! It's great!

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Re: Testing New Maps

Post by Joel » Thu Mar 13, 2003 5:08 pm

Well, as you may have seen, the screenshots abvoe are test stuff I've made with PSP.

Now, what about some IN-GAME new maps ???

Ok, here's the original map from Baldur's Gate 2 (sorry edited) :
http://dynamic5.gamespy.com/~cabalwars/ ... r/mage.jpg

And some pics on its D2 version :
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-1.jpg
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-2.jpg
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-3.jpg
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-4.jpg
Last edited by Joel on Thu Mar 13, 2003 6:08 pm, edited 1 time in total.
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Re: Testing New Maps

Post by Mathiu Silverburg » Thu Mar 13, 2003 5:37 pm

Great piece of work, Joel! Now I need to remember where in ID2 was place like this :p

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Re: Testing New Maps

Post by Paul Siramy » Thu Mar 13, 2003 6:04 pm

In fact it's in BG2, a place where you need to take a powerfull scepter, asked by a Beholder (a false god), but in fact you'll use it against him. This is a temple, and the folowers of this temple have almost lost their faith.
Last edited by Paul Siramy on Thu Mar 13, 2003 6:06 pm, edited 1 time in total.

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Re: Testing New Maps

Post by Red Havoc » Thu Mar 13, 2003 7:58 pm

[quote=DDDiablo";p="76064"]
*Cries. I'll never be able to get stuff from other games. All depend on you guys to supply me with animations and stuff.
[/quote]

Well, the first Dt1 plug-ins are already under construction. I´m currently converting some nice elven ruins from Pool of Radiance and will probably soon release the first few of them... :D
And now that Joel managed to create so nice indoor areas as well... hmm, that really brings up some ideas. :twisted:

*Goes taking screenshots of the Hall of the Magi* :program:
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Re: Testing New Maps

Post by CiViC » Fri Mar 14, 2003 12:46 am

[quote=Joel";p="77396"]Well, as you may have seen, the screenshots abvoe are test stuff I've made with PSP.

Now, what about some IN-GAME new maps ???

Ok, here's the original map from Baldur's Gate 2 (sorry edited) :
http://dynamic5.gamespy.com/~cabalwars/ ... r/mage.jpg

And some pics on its D2 version :
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-1.jpg
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-2.jpg
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-3.jpg
http://dynamic5.gamespy.com/~cabalwars/ ... e-d2-4.jpg[/quote]

:eeek:/\/\/\/\:eeek:

WOW nice ....now.. if i could find out how to do that .....
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Re: Testing New Maps

Post by Xcolibri » Fri Mar 14, 2003 1:09 am

Awesome, just awesome :)

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Re: Testing New Maps

Post by Brother Laz » Fri Mar 14, 2003 9:17 am

:jump:
......

How many areas will have these new gfx? The pics show Tristram and Travincal - how about towns and the like? :mrgreen:
Last edited by Brother Laz on Fri Mar 14, 2003 9:19 am, edited 1 time in total.
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Median XL released!
Flesyht sa ruobhgien yht etah.


y dont u play the game the way its supposta be played? -SlothNathan

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Re: Testing New Maps

Post by Joel » Fri Mar 14, 2003 9:23 am

Travincal ???

hmmm, all the screnshots show tristram ...

Currently, about 2 area out of 3 will be redone.
Including : town, boss lair, any fixed area I can :D

the Act 1 will use a more wild look, so does the tower, the monastery etc ...

For the later act, the images are bigger and need more work btu they will be in ...

So +40Mb to dl ... sorry :(
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