Mod_West

Mod_West



26 Feb

Comment

Originally posted by AssassinAragorn

Oh my God I love this so much

Glad you like it :)

Comment

Originally posted by Aurarus

/u/Mod_West

Meant to share earlier but heard from a few places people find the place a bit too bright/ cartoony

We tend to stay away from textures as they’re used so sparingly around the game and our control over them is incredibly limited :/ there are other ways we could break up the blank space but I believe the arena was kept quite clean purposely due to simplicity. If it was too detailed it would detract from the fight itself.

Comment

Originally posted by GentleTractor

To tie into that lore & create an interesting subterranean transit system you could somewhat mimic what you’ve done with Forthos by having an actual shortcut/entrance to the catacombs within each of these newly split up dungeons. So they all still technically link up to one another in a round about way while being spread around the map a bit more.

There are a few old dungeons that do that which are quite neat, even if they're not often used (like the KQ hive being accessible from south of Dorgesh-Kaan & an area in Waterbirth dungeon leading to the lighthouse dags).

Edit: Nevermind, just saw your other comment mentioning this kind of thing already, so that's cool. :)

I like that we’re on the same wave length :P

Comment

Originally posted by ZeahFeGod

Had some concerns about content leaving zeah after seeing the catacomb rework until I saw Mod West's comment. It makes sense splitting it into multiple caves considering the wide variety of monsters.

Rework of shayzien area looks great and I'm excited for the 3rd anvil coming to zeah.

If you’ve ran into any tedious bits of gameplay during your travels around Zeah, I’d love to hear them! Thanks :)

Comment

Originally posted by Zerotino

Awesome stuff, love the idea then. You say they will make reference to the dark altar, so does that mean the altar will still only be in the central catacombs or will there be one in the new ones too?

Thanks! The altar (and entrance to skotizo) will stay inside the main catacombs but within the new areas there’ll be clear signs of dark altar corruption, like giant crystals and (if you’ve seen the entrance to the catacombs from the Forthos dungeon) dark vines growing throughout the area. The dungeons could also be connected so you can still hop between them easily.

I’d like to make some changes to the giants themselves too, just minor things like the other mobs found within the catacombs - just so they feel a little more unique.

Comment

Originally posted by Zerotino

While I don't mind the idea of splitting up the dungeons, my main concern is what's going to happen to the dark totem pieces. I spend most of my slayer/general training in the catacombs to try and farm pieces. Let's say they remove smoke devils into their own cave, will they still have a chance to drop totem pieces or is it only the few monsters they keep within the "main catacombs" itself?

The intention isn’t to change how current mechanics work, just to move them into their own thematic dungeon. There will be clear references to the dark altar within the scenery in the new caves that will explain as to why these monsters still drop totem pieces & shards.

I also mentioned on stream that if anything, more training spots will be added to ease up on any overcrowding issues.


11 Feb

Comment

Originally posted by robert1005

Oh my bad not knowing you hadn't worked on the original Zeah. I'm looking very much forward to seeing what you've been cooking for the other houses. Do you think you'll be able to show it this year still?

Hopefully! The design is still in-complete and I'm a little unsure on a few things. I've already redesigned Arceuus twice! It depends on what's possible within the scope of the project as Hosidius ended up taking far longer than I had originally anticipated.

Comment

Originally posted by robert1005

Placing trees, roads, buildings, elevation etc. It all adds up if you spend time doing it correctly. Mod West obviously didn't have enough time doing that before Old Zeah was released.

I wasn’t part of the team when Zeah was released, I joined a week or so after Gentletractor posted his map. Once seeing that I figured I’d make it my goal to try and implement as much as possible as I too, as a player at the time, was disappointed with the initial Zeah.

Some of the art was great (wall kits for Lova and Pisc are quite nice) but the mapping was bloated and lacked charm and character. That was my main focus when reworking Hosidius last year. I’ve get a fairly sprawling redesign (just imagery, nothing in-game) of the other houses in the works too, but unsure when I’ll be able to show it.


07 Feb

Comment

Originally posted by sirblibblob

Darkness... and a bit of render noise https://i.imgur.com/62aarfQ.png

Haha :P Not a secret previously undiscovered continent then... suppose we won't know until we can sail there!

Comment

Originally posted by sirblibblob

oh no, I found this image too late. Just did a render :( https://imgur.com/a/h8mK5RF

Oh no D: That's really cool though! I wonder what's on the other side...

Comment

Originally posted by -Viktoria

Yessss. Perfect, thank you!

No problem (:

Comment

Originally posted by -Viktoria

Awww, shame about the quality. Still, thanks much!

Here's an uncompressed version. Just in case you still want it :P


06 Feb

Comment

Originally posted by Umdlye

abload.de won't compress it!

I’ll give that a shot, thanks :)

Comment

Originally posted by HughJaenis

Hey i like you and ur cool and ur art good

N’aww, thanks <3

Comment

Originally posted by -Viktoria

Mod West posted terrain height data in this post so I figured this'd be a neat thing to do with it.

The amount of displacement might be a bit exaggerated when compared to the actual terrain ingame. I find it looks a bit better for the purposes of this short thing.

Great job! I’ll try find a better image uploader tomorrow that doesn’t destroy quality as I think this will look a lot better without the names and icons :P

EDIT: Here it is

Comment

Originally posted by Barialdalaran

What's the ??? bumpy area in the water

It looks like the isle of stone. The image used is a little old while the height map data was rendered out yesterday.

Comment

Originally posted by WistleOSRS

u/mod_west you would like to see what your data makes!

Thanks for tagging me! This is great to see :)

Comment

Originally posted by -Viktoria

Ahh gotcha. Just the map without town names or icons would be awesome too! This is what I'm fiddling around with lol.

Best I can do for now.

Unfortunately that website hates quality and has JPEGerised the image ):

Comment

Originally posted by -Viktoria

Ooooh. If it's possible, could I make a request for an image containing just the terrain colour?

Not an option, unfortunately :/ I can render out a map without any town names or icons but the walls and floors/paths/water don't seem to have a toggle.


05 Feb

Comment

Turns out our map editor has the function to export height data, so I suppose you're in luck!

This also made me realise how small Gielinor really is as each pixel represents a game tile that is roughly 1 meter. Therefor the width of the entire map is only 2,752 meters. It's also very messy due to how the maps are assembled out of blocks. You can see the seams between map files quite a bit in some areas but a little bit of blurring should solve that.

Hope this helps!