Discussion:
[Crystal-core] New terrain!
Anders Wisur
2006-09-18 10:25:50 UTC
Permalink
Hi,

I'm currently working on a new terrain for CC, with more logic and
much better geography.

Loading Image...
Loading Image...

Now what i need is a way to make the entire level logical, and as non
linear as possible. But we also gotta keep the curiosity level high,
meaning we need to keep most places restricted at first but as you
progress you can go more places. Now what i need is ideas on how to do
this. Cause if the player is stuck in the same environment too long,
it gets very boring. As the player needs to see, and experience new
stuff.

So what i would like to do is get ideas from all of you out there!
Where these areas should be, what should be there, where to put
buildings, and where the ship should crash.

What i want you to do is to download this image:
Loading Image...

And draw inn all you think is necessary.

The terrain is 2km x 2km in size so don't draw the buildings too
large. The human colony ship should be about 200-300 meters though or
even larger maybe.

What we need at least:
- An entrance to the underground lab
- The control center
- The power station
- Trirail (Some underground and some in free air)
++++ loads of more stuff that you can come up with.

I would like as many to participate in this as possible, as the more
ideas, the better we can get the game. To submit your work, just put a
link here, to the image file you created, and there should be a
description as well, wither in the mail, or in a separate txt file you
link to.
(MAILING LIST DOES NOT SUPPORT ATTACHMENTS)

I will end this in one week, approx. And will start work on the ideas.
Put out a new proposal of what i have then, and you can come with
ideas and views again.

Greetings, and good luck:
Anders Wisur
infinity
2006-09-18 20:50:51 UTC
Permalink
I was wondering, is that terrain normal mapped but not textured yet? Is it
exported with blender 2 crystal? How well does the engine usually handle
that kind of detail?

Bookeater




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1. New terrain! (Anders Wisur)
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Date: Mon, 18 Sep 2006 18:25:50 +0800
Subject: [Crystal-core] New terrain!
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Hi,
I'm currently working on a new terrain for CC, with more logic and
much better geography.
http://anders.phoggy.com/CS-screenies/terrain/ccterrain1.jpg
http://anders.phoggy.com/CS-screenies/terrain/ccterrain2.jpg
Now what i need is a way to make the entire level logical, and as non
linear as possible. But we also gotta keep the curiosity level high,
meaning we need to keep most places restricted at first but as you
progress you can go more places. Now what i need is ideas on how to do
this. Cause if the player is stuck in the same environment too long,
it gets very boring. As the player needs to see, and experience new
stuff.
So what i would like to do is get ideas from all of you out there!
Where these areas should be, what should be there, where to put
buildings, and where the ship should crash.
http://anders.phoggy.com/CS-screenies/terrain/terrrain.jpg
And draw inn all you think is necessary.
The terrain is 2km x 2km in size so don't draw the buildings too
large. The human colony ship should be about 200-300 meters though or
even larger maybe.
- An entrance to the underground lab
- The control center
- The power station
- Trirail (Some underground and some in free air)
++++ loads of more stuff that you can come up with.
I would like as many to participate in this as possible, as the more
ideas, the better we can get the game. To submit your work, just put a
link here, to the image file you created, and there should be a
description as well, wither in the mail, or in a separate txt file you
link to.
(MAILING LIST DOES NOT SUPPORT ATTACHMENTS)
I will end this in one week, approx. And will start work on the ideas.
Put out a new proposal of what i have then, and you can come with
ideas and views again.
Anders Wisur
------------------------------
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End of Crystal-core Digest, Vol 5, Issue 2
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Anders Wisur
2006-09-18 22:35:22 UTC
Permalink
This level has normalmapping, and diffuse texturing, but as that is
not very good yet, i took some shots from above to show the amount of
detail we can put in a terrain at a range.

It was created in blender, and exported with blender 2 crystal. This
is a good terrain, plain terrain like this gives me about 200 FPS on
my high-end computer, I'm not aiming very high, making more people
able to play this. Note that is 200FPS with 3 passes for three
materials and normalmapped.

I need a test case later to adjust the values properly i suppose, but
for now that is the settings.
Amir Taaki
2006-09-19 12:46:39 UTC
Permalink
Ok, well heres my modified version.

1. Crash the ship here. Theres a worn footpath (of previous crew) leading
along a tall scary valley to "Locked" (a massive organic structure blocking
the path). After exploring a bit you find 2.
Objectives:
- Find spare parts to fix the ship.
- Look for any contact.
- Explore area for supplies.

2. What looks like 2 alien guards guarding an alien entrance to a tunnel or
mountain top path (good chance to show off scenery here), which leads to a
way over the locked thing and prehaps a way of disabling it.
Objectives:
- Get to main plateau.

3. Then you reach the main plateau after going over the locked `thing', and
after a bit of exploring you see a Mountain which is too steep and sharp
(rocks) to climb but with some important massive visible structures on top,
and a complex where (friendly alien) people and communication equipment could
be inside. You see a power centre in another valley and you make it your
mission to disable the power so you can break into the complex (guarded by
lasers?).
Objectives:
- Disable power to Complex so you can enter.
- Get supplies from supply centre (which is conveniently near the power
centre).

4. After entering complex, you are disappointed. You find out that the
possible way out of this valley is a path/tunnel on top of the mountain.
Theres a trirail/buggy you can use to get there. Maybe here you are
introduced to your first vicious front on alien attacks (laboratory with
e-chtda?).
Objectives:
- Find the trirail or buggy.
- Explore the structures on top of the mountain.

5. Theres a series of tunnels and little known to the characters (not the
players) its an alien nest. Maybe through a cut scene when they're in the
thick of it and theres no way out and they have to proceed do they realize
where they are.
It could be a series of tunnels that lead down in a lower section cut into the
mountain and leads down to next chapter of the game (once you navigate alien
nest).
Objectives:
- Get Out!
Post by Anders Wisur
Hi,
I'm currently working on a new terrain for CC, with more logic and
much better geography.
http://anders.phoggy.com/CS-screenies/terrain/ccterrain1.jpg
http://anders.phoggy.com/CS-screenies/terrain/ccterrain2.jpg
Now what i need is a way to make the entire level logical, and as non
linear as possible. But we also gotta keep the curiosity level high,
meaning we need to keep most places restricted at first but as you
progress you can go more places. Now what i need is ideas on how to do
this. Cause if the player is stuck in the same environment too long,
it gets very boring. As the player needs to see, and experience new
stuff.
So what i would like to do is get ideas from all of you out there!
Where these areas should be, what should be there, where to put
buildings, and where the ship should crash.
http://anders.phoggy.com/CS-screenies/terrain/terrrain.jpg
And draw inn all you think is necessary.
The terrain is 2km x 2km in size so don't draw the buildings too
large. The human colony ship should be about 200-300 meters though or
even larger maybe.
- An entrance to the underground lab
- The control center
- The power station
- Trirail (Some underground and some in free air)
++++ loads of more stuff that you can come up with.
I would like as many to participate in this as possible, as the more
ideas, the better we can get the game. To submit your work, just put a
link here, to the image file you created, and there should be a
description as well, wither in the mail, or in a separate txt file you
link to.
(MAILING LIST DOES NOT SUPPORT ATTACHMENTS)
I will end this in one week, approx. And will start work on the ideas.
Put out a new proposal of what i have then, and you can come with
ideas and views again.
Anders Wisur
-------------------------------------------------------------------------
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Anders Wisur
2006-09-19 14:09:11 UTC
Permalink
Thanks alot for the proposal ;)

I hope more people take time todo this. Simple but good.

Although i would like some better drawings on the map, describing the
thing and where the aliens guarding the are should be...etc, where
pathways should be etc. Possibly use colours for different stuff. But
i like the idea, and yes the idea og going up to a look-out point
showing off scenery would be really cool.

Thanks alot Amir.

Greetings,
Anders
Post by Amir Taaki
Ok, well heres my modified version.
1. Crash the ship here. Theres a worn footpath (of previous crew) leading
along a tall scary valley to "Locked" (a massive organic structure blocking
the path). After exploring a bit you find 2.
- Find spare parts to fix the ship.
- Look for any contact.
- Explore area for supplies.
2. What looks like 2 alien guards guarding an alien entrance to a tunnel or
mountain top path (good chance to show off scenery here), which leads to a
way over the locked thing and prehaps a way of disabling it.
- Get to main plateau.
3. Then you reach the main plateau after going over the locked `thing', and
after a bit of exploring you see a Mountain which is too steep and sharp
(rocks) to climb but with some important massive visible structures on top,
and a complex where (friendly alien) people and communication equipment could
be inside. You see a power centre in another valley and you make it your
mission to disable the power so you can break into the complex (guarded by
lasers?).
- Disable power to Complex so you can enter.
- Get supplies from supply centre (which is conveniently near the power
centre).
4. After entering complex, you are disappointed. You find out that the
possible way out of this valley is a path/tunnel on top of the mountain.
Theres a trirail/buggy you can use to get there. Maybe here you are
introduced to your first vicious front on alien attacks (laboratory with
e-chtda?).
- Find the trirail or buggy.
- Explore the structures on top of the mountain.
5. Theres a series of tunnels and little known to the characters (not the
players) its an alien nest. Maybe through a cut scene when they're in the
thick of it and theres no way out and they have to proceed do they realize
where they are.
It could be a series of tunnels that lead down in a lower section cut into the
mountain and leads down to next chapter of the game (once you navigate alien
nest).
- Get Out!
Post by Anders Wisur
Hi,
I'm currently working on a new terrain for CC, with more logic and
much better geography.
http://anders.phoggy.com/CS-screenies/terrain/ccterrain1.jpg
http://anders.phoggy.com/CS-screenies/terrain/ccterrain2.jpg
Now what i need is a way to make the entire level logical, and as non
linear as possible. But we also gotta keep the curiosity level high,
meaning we need to keep most places restricted at first but as you
progress you can go more places. Now what i need is ideas on how to do
this. Cause if the player is stuck in the same environment too long,
it gets very boring. As the player needs to see, and experience new
stuff.
So what i would like to do is get ideas from all of you out there!
Where these areas should be, what should be there, where to put
buildings, and where the ship should crash.
http://anders.phoggy.com/CS-screenies/terrain/terrrain.jpg
And draw inn all you think is necessary.
The terrain is 2km x 2km in size so don't draw the buildings too
large. The human colony ship should be about 200-300 meters though or
even larger maybe.
- An entrance to the underground lab
- The control center
- The power station
- Trirail (Some underground and some in free air)
++++ loads of more stuff that you can come up with.
I would like as many to participate in this as possible, as the more
ideas, the better we can get the game. To submit your work, just put a
link here, to the image file you created, and there should be a
description as well, wither in the mail, or in a separate txt file you
link to.
(MAILING LIST DOES NOT SUPPORT ATTACHMENTS)
I will end this in one week, approx. And will start work on the ideas.
Put out a new proposal of what i have then, and you can come with
ideas and views again.
Anders Wisur
-------------------------------------------------------------------------
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Get stuff done quickly with pre-integrated technology to make your job
easier Download IBM WebSphere Application Server v.1.0.1 based on Apache
Geronimo
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Anders Wisur
2006-09-27 09:29:35 UTC
Permalink
Ok, the terrain proposal's has not been as many as i had hoped, but
i'm ending it tomorrow, and will start forming the new terrain layout,
so if you have any ideas, and want to add any new stuff, or make your
own proposal like Amir did, please reply to this mail, and upload
images to http://www.imageshack.us/

It will end tomorrow, and if you make proposals after that, I still
can process it, but it will then slow the process alot!

Greetings,
Anders Wisur
Post by Anders Wisur
Thanks alot for the proposal ;)
I hope more people take time todo this. Simple but good.
Although i would like some better drawings on the map, describing the
thing and where the aliens guarding the are should be...etc, where
pathways should be etc. Possibly use colours for different stuff. But
i like the idea, and yes the idea og going up to a look-out point
showing off scenery would be really cool.
Thanks alot Amir.
Greetings,
Anders
Post by Amir Taaki
Ok, well heres my modified version.
1. Crash the ship here. Theres a worn footpath (of previous crew) leading
along a tall scary valley to "Locked" (a massive organic structure blocking
the path). After exploring a bit you find 2.
- Find spare parts to fix the ship.
- Look for any contact.
- Explore area for supplies.
2. What looks like 2 alien guards guarding an alien entrance to a tunnel or
mountain top path (good chance to show off scenery here), which leads to a
way over the locked thing and prehaps a way of disabling it.
- Get to main plateau.
3. Then you reach the main plateau after going over the locked `thing', and
after a bit of exploring you see a Mountain which is too steep and sharp
(rocks) to climb but with some important massive visible structures on top,
and a complex where (friendly alien) people and communication equipment could
be inside. You see a power centre in another valley and you make it your
mission to disable the power so you can break into the complex (guarded by
lasers?).
- Disable power to Complex so you can enter.
- Get supplies from supply centre (which is conveniently near the power
centre).
4. After entering complex, you are disappointed. You find out that the
possible way out of this valley is a path/tunnel on top of the mountain.
Theres a trirail/buggy you can use to get there. Maybe here you are
introduced to your first vicious front on alien attacks (laboratory with
e-chtda?).
- Find the trirail or buggy.
- Explore the structures on top of the mountain.
5. Theres a series of tunnels and little known to the characters (not the
players) its an alien nest. Maybe through a cut scene when they're in the
thick of it and theres no way out and they have to proceed do they realize
where they are.
It could be a series of tunnels that lead down in a lower section cut into the
mountain and leads down to next chapter of the game (once you navigate alien
nest).
- Get Out!
Post by Anders Wisur
Hi,
I'm currently working on a new terrain for CC, with more logic and
much better geography.
http://anders.phoggy.com/CS-screenies/terrain/ccterrain1.jpg
http://anders.phoggy.com/CS-screenies/terrain/ccterrain2.jpg
Now what i need is a way to make the entire level logical, and as non
linear as possible. But we also gotta keep the curiosity level high,
meaning we need to keep most places restricted at first but as you
progress you can go more places. Now what i need is ideas on how to do
this. Cause if the player is stuck in the same environment too long,
it gets very boring. As the player needs to see, and experience new
stuff.
So what i would like to do is get ideas from all of you out there!
Where these areas should be, what should be there, where to put
buildings, and where the ship should crash.
http://anders.phoggy.com/CS-screenies/terrain/terrrain.jpg
And draw inn all you think is necessary.
The terrain is 2km x 2km in size so don't draw the buildings too
large. The human colony ship should be about 200-300 meters though or
even larger maybe.
- An entrance to the underground lab
- The control center
- The power station
- Trirail (Some underground and some in free air)
++++ loads of more stuff that you can come up with.
I would like as many to participate in this as possible, as the more
ideas, the better we can get the game. To submit your work, just put a
link here, to the image file you created, and there should be a
description as well, wither in the mail, or in a separate txt file you
link to.
(MAILING LIST DOES NOT SUPPORT ATTACHMENTS)
I will end this in one week, approx. And will start work on the ideas.
Put out a new proposal of what i have then, and you can come with
ideas and views again.
Anders Wisur
-------------------------------------------------------------------------
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Get stuff done quickly with pre-integrated technology to make your job
easier Download IBM WebSphere Application Server v.1.0.1 based on Apache
Geronimo
http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642
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