![]() In the arctic biome I wanted the opposite, it should feel vast, inhospitable and empty. It was at this point I realized I needed a few landmarks that would be visible from afar to help the players navigate, and so the center volcano was added along with the red desert platou and so on. Load up the game and start running around to get a feeling of exactly how far away the different areas were to each other and from there tune and re-draw roads, hills and so forth. I added this mockup image to the terrain as the first texture and adjusted the size until it filled the entire terrain without tiling, this made it possible to first of start making some rough topography of hills where I wanted them according to the sketch. So the idea was revised to be a much smaller canyon. Moving further I realized I couldn't make a good looking, detailed and deep canyon using the terrain, as steep slopes in the terrain caused rather ugly texture stretchings, and my 3d skills at the time were pretty much non-existing. Where bridges would connect the two areas and work as "tier-gates". I then sketched up a basic layout with a pen and paper and reworked it a few times, and then made a photoshop mockup.Īs you can see, my initial idea was to have a great canyon, basically splitting the map in two. I also thought that the new city prefabs would be right around the corner, and wanted a few of those. I wanted some signs of battle and a stronger post-Apocalyptic, sci-fi feeling.Īnd I wanted some ways of "gating" the players from just running straight there as new spawns, forcing them to "level up" in each of the different zones before getting good enough gear to move deeper into the map. ![]() For Terra Nova I knew I wanted some sort of "end-game" area, an army base or a real airport of some sort. Some love and manual design is going to be what separates a good map from a mediocre.įirst of all I dream up a few concepts. And while mapmagic will probably take you far on the "general" production of the map, and save you hundreds of hours in manual placement of rocks and also take care of creating beautiful splatmaps that control which textures are used where on the terrain. These steps are from before they started using Mapmagic to create procedural maps - But I think some of the general idea of planning a layout and concept would be the same. Other people will have their own ways of doing things, and you'll also have to find your own solutions and techniques. This guide is an overall guide into how I work with maps. Mapmaking is not a quick and easy process, Terra Nova took me allmost a year, albeit I started not knowing anything about unity and had some bad crashes along the way that forced me to restart a few times. You'll have to be prepared to spend hours looking at youtube tutorials and articles on that yourself. Hurtworld describes itself as a survival FPS and that's a great summary of the game.This isn't meant as a full, detailed tutorial on how to use unity, the sdk or the tools you'll need to create assets. Servers are stable and packed with exceptional gamers who are eager to compete for excellence with each other. The multiplayer feature adds to the entertainment value. Its ability to deliver more challenges according to the gamer's skills makes it fun to play. The level of difficulty increases as you progress in the game. If it's not damaged, you can hop into it right away and move across the lengthy landscapes in the search of adventures and supplies. Here and there you may stumble upon an abandoned vehicle. This is when a wide variety of weapons comes in hand to self-defense or attacking others for food or in an attempt to take their belongings. Each of them can be hunted if you like so, but be prepared for a punch back. Maps are populated by other players and wild animals. ![]() Whatever way you choose you must be aware of other players and wild fauna. All of these can be obtained using someone else's stuff (looting) or crafting. Apart from checking environmental conditions, the player must wear an appropriate outfit. Some of them require staying hydrated, others imply to warm oneself at the fire. Its sandbox areas are almost unlimited and differ in weather conditions and seasons. As the title suggests, there is no room for comfort in this game. ![]() If you find yourself awaken on a desolate beach with only sticks and stones around, you've just entered the Hurtworld. ![]()
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