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View Full Version : April Challenge Entry: Beacon Station Awaterra 6



LonewandererD
04-13-2011, 08:42 AM
Okay, I have an idea and not a lot of time, perfect.

Ever sinse I did the night overlay of the Escape the Estate map I've been looking for a reason to play around with dark blues and glows, now I have it. Also, I just watch the Young Justice episode "Downtime" so I've been wanting to take a crack at an undersea setting.

What I'm thinking is like a small underwater military outpost of sorts, the general backstory is that a once powerful and advanced amphibious race were forced into the sea when the"lesser land animals" rose up and over threw them. So my outpost is going to be sleek, futuristic but bearing all the little quirks and features of a mostly aquaitc race. I'm also going to be adding some ruins and craters, just to give the hint that maybe the land animals have tried to attack Awaterra 6, depth charges and the like.

Below is a very rough plan for my map.

-D-

LonewandererD
04-14-2011, 07:43 AM
Woops, can one of the mods please change the thread title to have April Challenge, my net crashed while writing so I forgot to add it in when rewriting.

Also, here the first two WIPS for my map, the first is the original terrain from GeoControl, the second is all the base colour and texturing laid down, I'm colouring it as though it were on land and them adding blue filters and colour balances to add an underwater feel.

-D-

### Latest WIP ###

RobA
04-16-2011, 06:38 PM
Woops, can one of the mods please change the thread title to have April Challenge, my net crashed while writing so I forgot to add it in when rewriting.

Done.

-Rob A>

LonewandererD
04-17-2011, 11:27 AM
^Thank you RobA.

Some progress made on the map. I've added tiles around the base, I know as it's underwater walking isn't necissary but the tiles are there really out of habit, to mark the proper "swimming lanes", providing a more stable surface for setting up heavy equipment and for landing vehicles. I'm also going to be adding markings to the larger areas of tiles.

I've also added in the basic structures. Next I'll be detailing the land a bit more before moving onto detailing the buildings.

-D-

### Latest WIP ###

Gamerprinter
04-17-2011, 04:24 PM
Great to seeing the progress, LWD!

LonewandererD
04-18-2011, 11:24 AM
Thanks Gamerprinter.

Some more progress, added in patches of sea weed, some lava vents (will add a glow later), added in some turbines and pipework, carved some markings into the large sections of tiles, adjusted some of the buildings and started adding details to the buildings. Will start adding more details like portholes, seams in the buildings, little gizmoes and other misc markings.

More to come soon.

-D-

### Latest WIP ###

Ascension
04-18-2011, 01:58 PM
It's lookin' fantastic so far, man.

LonewandererD
04-19-2011, 06:36 AM
Thanks Ascension

Tweaked some of the structures, added details to the roofs of the buildings, added building entrances, added more tiles, tweaked some of the markings and added a "light" bridge over the trench. More work to come soon.

-D-

### Latest WIP ###

LonewandererD
04-19-2011, 10:29 AM
Having been freed from distractons I have made more progress than originally intended tonight. Below are two pics, the first is the semi-completed map without water effects, I'll be adding more misc items around the base like more vehicles and maybe crew and such. The second pic is the same map but with "underwater" effect and some bubbles added, I think it worked out nice.

Playing around with base lighting and adding more details, more progress to come soon.

-D-

### Latest WIP ###

LonewandererD
04-19-2011, 11:40 PM
Okay, unless someone can find some major problems I've overlooked (which wouldn't surprise me), I think I will call it done. That took a lot less time than I thought, maybe I'm just easy to please.

Added in the lighting, the crew for interior and exterior areas (kind of hard to see but they are there) to give the base a populated feel, added more vehicles, fiddled with the details on buildings, added a border, a title and added a sublte watermark.

-D-

### Latest WIP ###

Steel General
04-20-2011, 06:50 AM
Other than the pathways? looking somewhat out of place with the rest of the piece. This is really quite nice.

LonewandererD
04-20-2011, 06:55 AM
Yeah I know that pathways are kind of redundant underwater but when I tried removing them it still looked wierd, may have to fiddle around with it.

-D-

Steel General
04-20-2011, 06:56 AM
I think all you need to do is even them up a bit, they are very jagged-y looking.

LonewandererD
04-20-2011, 07:18 AM
Yeah they are jagged but that's because i tried leaving them straight but with the square tiles it looks wierd to have them cut off at odd angles. Maybe could play around with it and add sort of like a border pavement to the edges of it to create a smooth edged pathway.

-D-

geamon
04-20-2011, 11:03 AM
You should make it transition from sand to tile and add some of the sand to the top of the path ways. I'm thinking the water currents would always keep the path dirtyish looking or at least have an edge that's not so cut and dry.

Korash
04-20-2011, 12:19 PM
Yeah, I think geamon is right about having the sand "bleed" onto the paths. Not too much cause I am sure that there would be someone whose job it is to keep the base from being obver run by sand, but enough to get rid of the jaged edges.

Looks great otherwise :) Well done.

LonewandererD
04-20-2011, 10:21 PM
Okay, I've added an extra layer of sand over the edges of the tiles, there are still noticeable edges but as Korash said they probably have someone to sweep most of the sand away.

-D-

### Latest WIP ###

Aegeri
04-21-2011, 01:56 AM
That is such a cool map and would be fantastic for a gamma world campaign!

LonewandererD
04-21-2011, 02:02 AM
Thank you, the proccess of making the underwater effect was actually pretty easy and had a massive impact on the look of the map. I can teach you if you want.

-D-

arsheesh
04-21-2011, 02:47 AM
Wow, what a stunner! I'm really impressed. But then, I've always been impressed with your maps D, so no big surprise there.

Cheers,
-Arsheesh

Steel General
04-21-2011, 07:09 AM
The extra sand definitely helps...

LonewandererD
04-22-2011, 11:45 AM
I did a little bit of fiddling, added some glows to the vehicles to show which ones were active and played around with the glass roofs on the bio and command hubs.

-D-

### Latest WIP ###

jtougas
04-22-2011, 11:50 AM
This is really great. I love the effect of being underwater and the buildings are perfect as well. :)