I made a stylized map of Beaucedine Glacier.
Full images, zooms, process and story can be found on my Behance (click here).
I made a stylized map of Beaucedine Glacier.
Full images, zooms, process and story can be found on my Behance (click here).
That's fucking amazing and I love it.
Where's Jormy?
Jormy goes where he wants.
She was raised there by GM Dave.
That's more useful than the real map honestly
It never states how they got him down there, just that it was a pact between it and Ranperre R d'Oraguille to guard his tomb. http://www.playonline.com/ff11eu/gui.../07/index.html
I remember one time it glitched up to the top area, with all the low level mobs, and a GM had to move it back down due to it being pretty buggy up there.
When are you going to be doing the rest of the maps? I expect them to all be done by EOY.
Its this kind of bullshit that makes me Nostalgic for this game.
Everything aside, finding Fei'Yin after trekking through that nightmare hellscape in a blizzard was a level of exploration and wonder I don't get in games these days. Even looking at that little heavily stylized map makes me remember the first time I walked down that ramp and saw the ruins of Fei'Yin through the snow, and its probably been 14+ Years since I did that walk. Damn.
I'll be impressed once you do Yuhtunga.
Spoiler: show
Funny. I look at that, and immediately think of which areas hold which beastman mobs from Dynamis-Beaucedine
Funny, Yuhtunga was actually going to be my 2nd map. I love that zone.
But, after a week of prototyping I did not believe I could make it believable and clear - I'd have to remove a lot of walls (to show all the paths) and at the time, I didn't see that happening in a way that would be satisfying, aesthetically. Now that I've pretty much completed my second map (surprise!), I feel removing walls isn't such a bad thing as long as I keep others intact. The remaining walls can then be decorated to give the map the feeling I'm after.
A lot of the work for Yuhtunga came from deciding the 2D layout. I first tried fully orthogonal (the map is all 90° angles), but when walking around in it, it never feels orthogonal. So I tried a few layouts until I got this one (80% done, the southern tunnels are still orthogonal) :
A lot of straight corridors were 'roughened' (for jungle feeling) and/or lengthened (to give me some space). The point is that the map is still correct, but mildly stretched here and there, for aesthetic reasons.
Stay tuned for a post about my 2nd map.
Dude, that is legit awesome.