[u1] Nature Temple

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Rarsonic
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[u1] Nature Temple

Post by Rarsonic »

Developer: Rarsonic
Status: Developing
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Synopsis: You barely made it out of there... at least you caused them a nice ruckus! Unfortunately, on your trip home, your escape pod crashes inside of what it seems to be a temple. It is time, once again, to find a way to continue your voyage home.
Features: 8 different environments in the same map distributed along a hub (the temple). Combat will only consist of wild animals, that's it, no intelligent/advanced opposition such as skaarj, krall, brutes or mercs.
Latest News: Project moved to 227.
Links: No links.
Last edited by Rarsonic on 01 Sep 2012, 00:37, edited 4 times in total.
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Frieza
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Post by Frieza »

Nice to see this project still alive. New screenshots look promising
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Post by Creavion »

*caught* align the rocks *caught*

AND if you choose for the ground Morrowind Highres Textures *I know them one the picture, seen often enough during scrolling of my highres texture package folders^^* WHY NOT for the rocks as well?
And if you tell me what landscape this should be at the end (more european like forest or tropical jungle) I could suggest you maybe better textures^^
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Post by Hellscrag »

Taken out "The locations in the screenshots might differ in the finished product." as it doesn't fit the present template. Aside from that I'm happy to approve the thread.
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Post by Rarsonic »

Creavion wrote:*caught* align the rocks *caught*

AND if you choose for the ground Morrowind Highres Textures *I know them one the picture, seen often enough during scrolling of my highres texture package folders^^* WHY NOT for the rocks as well?
And if you tell me what landscape this should be at the end (more european like forest or tropical jungle) I could suggest you maybe better textures^^
For the rocks... Which screenshot do you mean?

And if by "morrowind" textures you mean the grass texture in the fourth picture... it is not from morrowind. I made it myself with texture maker, which trial version supports textues up to 256x256. I just thought I'd test it while adding a little texture variety to the map... :P In the end, I might just stick with Hourences' nature textures pack.
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Post by Creavion »

Rocks: 2nd
Texture: Yearh..
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NOT exactly the same. :lol:

Only one thing.. if the player has to fight ONLY against ANIMALS, will he find ANY ammo or weapons or something like that? Or from beginning to end Dispersion Pistol und Nali Fruits as health pickups?

Edit: Texturepackages for Landscapes: Search for Khalazza production - MW Visual Pack 2.0 and/or Visual Pack XT plugin, and/or KP_MW_Visual_Pack_2.2_nature. They contain really nice textures.
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Post by Rarsonic »

Creavion wrote:Only one thing.. if the player has to fight ONLY against ANIMALS, will he find ANY ammo or weapons or something like that? Or from beginning to end Dispersion Pistol und Nali Fruits as health pickups?
Of course, more people have tried to get through the temple... with predictable consequences. :P
Creavion wrote:Edit: Texturepackages for Landscapes: Search for Khalazza production - MW Visual Pack 2.0 and/or Visual Pack XT plugin, and/or KP_MW_Visual_Pack_2.2_nature. They contain really nice textures.


Thanks! I might check them out!
Last edited by Rarsonic on 07 Apr 2011, 00:42, edited 1 time in total.
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Post by Nahand »

...i'm curious to know exactly what you have in mind referring to animals only-combat. (since you already explained the weapon part). Will the player be fightin' hobo mantas, pasturing nali cows, and generally assaulting nali bunnies in not-so-innocent ways?? Or are you planning on some voracious bunnies? Or the better solution (but more troublesome): new pawns entirely?...
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Post by Rarsonic »

Nahand wrote:...i'm curious to know exactly what you have in mind referring to animals only-combat. (since you already explained the weapon part). Will the player be fightin' hobo mantas, pasturing nali cows, and generally assaulting nali bunnies in not-so-innocent ways?? Or are you planning on some voracious bunnies? Or the better solution (but more troublesome): new pawns entirely?...
What I call "animals" include:
  • Flies
  • Mantas
  • Biterfish
  • Devilfish
  • Sliths
  • Gasbags
  • Squids
  • Packhunters/Predators
  • Spinners
  • Titans
What I might possibly add is modified pawns. I don't plan adding new pawns.
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Post by UB_ »

It's possible to scrap the Biterfish from that list? :B
How about adding Asgard's new Spinners? Those are totally unused. The gameplay in this will be pretty much refreshing without the intelligent pawns anyway.
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Post by Hellscrag »

I am registering a broken image on the Upcoming Maps page. Is anybody else getting the same thing, and if so please could it be corrected?
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Post by UB_ »

Yes, there's a broken image.
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Post by Shivaxi »

yeah same here....borked :/
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Post by Rarsonic »

Corrected. Although it is strange that the other three images aren't broken too.

As for the progress of the map, I'm a bit stuck, mostly because of other work. I'll give you news as soon as possible.
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Post by Creavion »

For the case you still need some nice texture stuff, following link should make you happy:

http://www.mwmythicmods.com/telesphoros.htm#12
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