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old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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If you've ever played a semi-high-end 3d game (good example is anything in the HL2 engine such as CSS), there is a lighting option called HDR which increase the contrast between shadows and lighting as well as adds some cool dynamic changes and glowing (bloom). Often times this is noticed by shadows on the ground created by clouds, mixed with patches of nearly-blinding sunlight (if you've ever been outside on a really sunny, but slightly cloudy day, you should know what I'm talking about). And because clouds move, so does the pattern of light and shadows.

What I've figured out how to "fake" using CS2D is a similar effect where an HDR-like effect is overlayed on the map, to brighten and darken certain areas like cloud shadows. But the key to this is that it moves and changes. So as you're playing, it will seem like there really is a sun and a bunch of clouds above you, and as time passes, the lighting dynamically changes.

Granted, it's not nearly as spectacular or high-def as most games, but it does create an interesting atmosphere, though still a bit corny.

I'm not going to say anymore on my pseudo-HDR lighting. You'll just have to wait 'til the map is finished to find out what I mean.

old Re: De_TheBridge (Work-In-Progress)

KimKat
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Yeah I've played games that have HDR lighting and effects in it for example JO:TR (Joint Operations: Typhoon Rising) and CS:S (Counter-Strike: Source).

With the sun shining and and night comes and stuff... but is that even possible in 2D?

Would be cool to see this effect in action in CS2D.

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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KimKat has written
Yeah I've played games that have HDR lighting and effects in it for example JO:TR (Joint Operations: Typhoon Rising) and CS:S (Counter-Strike: Source).

With the sun shining and and night comes and stuff... but is that even possible in 2D?

Would be cool to see this effect in action in CS2D.

The first time I ever tried it was when I did a simple test on the map cs_stranded, because I needed to first try it out, and it works best on smaller maps that are mostly outdoors. Maybe I'll make a short video sometime showing it off. It's really a rather simple technique, and once my map is released, I'm sure most mappers will be able to figure out what I did, but for the time being I'm not going to reveal my secrets.

old Re: De_TheBridge (Work-In-Progress)

KimKat
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This is starting to be like the evolution of awesome things to add on CS2D maps, Laser & Flamethrower(Perhaps not anymore), then that domino effect, then this!

Just awesome.

old Re: De_TheBridge (Work-In-Progress)

Bullet
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DC has written
I guess he's using one or more huge rotating sprite entities. However I can't wait to see it in action!

me too!! its gonner be awsome

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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sOn_of_a_BirCH has written
Does/will this work with pure entities or did you changed a file?

Basically the map will be like this:

IMG:https://sleekupload.com/uploads/de_bridge_map_layers1_1.png


So the map is still made entirely of normal entities and mapping, but is just "put together" differently.

And DC is basically right about the lighting. I told you it was relatively simple, but looks pretty cool.

old Re: De_TheBridge (Work-In-Progress)

KimKat
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I can already imagine the filesize of this whole map complete.

It's gonna be big, and it'll be the most detailed map ever made for CS2D.

Actually the env_image idea is really smart, since it covers up the tiles. And with your HQMI(High Quality Map Image) this map will turn out real good.

old Re: De_TheBridge (Work-In-Progress)

Player
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I smell awesomeness in this topic.

|jUSTiN| is the best CS2D mapper in my opinion, and rarely does any of his map suck, he just makes them so detailed and beautifull, yet balanced for both the Counter-Terrorists and Terrorists.

This map, together with CS2D Max just makes me want to speed up time (for obvious reasons)!

old CS2D Max Filesize

KimKat
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Uhm, haven't you heard that DC doesn't accept maps that are too large?
And I assume that |jUSTiN|'s map will go big.

And besides, we don't need any maps basicly. Since there will be the map transfer. By adding |jUSTiN|'s map to like... the current version of CS2D would cause the 10MB/14MB CS2D to turn to like 30MB in a easy guess. The filesize will be bigger than ever, lol.

About 15MB is my limit for a 2D game download. Maybe perhaps also about 22MB.

I have downloaded bigger games before, but yeah it was for a 3D game mod (JO:AW) it was about 1GB(1000MB) large. But that's acceptable for a 3D game (JO:TR) 730,0 MiB(730MB). But if CS2D turned to 1000MB suddenly, I doubt no one would download it.

We only need small maps and the old maps that DC created. Also that dm_rpgwar it was kinda cool...

old Re: De_TheBridge (Work-In-Progress)

Player
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KimKat has written
Uhm, haven't you heard that DC doesn't accept maps that are too large?
And I assume that |jUSTiN|'s map will go big.

And besides, we don't need any maps basicly. Since there will be the map transfer. By adding |jUSTiN|'s map to like... the current version of CS2D would cause the 10MB/14MB CS2D to turn to like 30MB in a easy guess. The filesize will be bigger than ever, lol.


Were you replying to me? If you did, then
how the hell did the thought came into your mind that I said that |jUSTiN|'s map is going to be in CS2D Max?
I never said anything like that, weird.
Like I said before, you have a hard time reading what I write, haha.

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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sOn_of_a_BirCH has written
DC has written
huge rotating sprite entities


This gonna stuck on my 64mb Ram Pc


I'm already planning creating 3 different versions of the map that will all be completely compatible, but with different graphics levels (high, medium, low). Basically it will be 3 .zip files within one .zip file, and you extract the quality level you want. The differences will be different compression levels for the High Quality Map Image, and certain large sprites will be invisible.

old Re: De_TheBridge (Work-In-Progress)

ohaz
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I'm already planning creating 3 different versions of the map that will all be completely compatible,

i don't think this works with CS2D max!

old Re: De_TheBridge (Work-In-Progress)

DC
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as soon as you modify the map itself and not only the gfx you will not be able to play one version of the map online on a server which runs another version of the map.

old Re: De_TheBridge (Work-In-Progress)

Player
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I don't really care about how big the map is because I've got alot of free space on my computer and CS2D is the only game I currently play on my computer.

I don't really care how big it is, I'm just looking forward on its release.

old Re: De_TheBridge (Work-In-Progress)

ljUSTiNl
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DC has written
as soon as you modify the map itself and not only the gfx you will not be able to play one version of the map online on a server which runs another version of the map.


I'm pretty sure it will work. Basically, the map itself (placement of tiles, wall, obstacle, floor, etc.) will be exactly the same. Also, all the entities will remain exactly the same.

Since the map will basically be a very simple map at its core, but with multiple graphics layered on top (refer to my layers diagram in a previous post), including the most important graphic, the actual map image.

With the different quality levels of the map, all that will be changed is the root image(s). The reason I will make each setting a separate archive is because all the of files will be named exactly the same. It's just some of the images will be saved with different quality/compression levels. For the lowest quality version of the map, most sprites will be replaced with a solid black (transparent) image instead.

But overall, all of the core elements will be the same. It will be basically like I release the map, then include two different skin mods for that map of different quality levels. I'm nearly positive it will work without compatibility issues.

old Re: De_TheBridge (Work-In-Progress)

KimKat
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Player has written
KimKat has written
Uhm, haven't you heard that DC doesn't accept maps that are too large?
And I assume that |jUSTiN|'s map will go big.

And besides, we don't need any maps basicly. Since there will be the map transfer. By adding |jUSTiN|'s map to like... the current version of CS2D would cause the 10MB/14MB CS2D to turn to like 30MB in a easy guess. The filesize will be bigger than ever, lol.


Were you replying to me? If you did, then
how the hell did the thought came into your mind that I said that |jUSTiN|'s map is going to be in CS2D Max?
I never said anything like that, weird.
Like I said before, you have a hard time reading what I write, haha.
Maybe, because I didn't sleep for a whole day. Lol... try doing that yourself and see if you'll be able to read what I write.

And I assumed that you really wanted |jUSTiN|'s map in the CS2D max. Well the first question is, isn't it gonna be a quite big map for CS2D max? - That's how I thought.

And besides we kind of don't need any big maps in the CS2D max we kind of only need those simple small ones I guess, anyway why am I saying this? because there will be map transfer in CS2D max.

And I'm sorry if I assume to much, that's just how I am.

I'm pretty sure |jUSTiN|'s methods of (low, medium, high) compression will work fine.
edited 1×, last 19.07.08 12:34:29 pm
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