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Seperate thread created as you can see :)
Well, what can I say about your ideas and sketches? I really love 'em alot. This skillcut road and also the tunnel looks very nice. In mid-December I could start modeling some stuff based on your drawings and we can check how it looks. I really like the looks of the skillcut, because if there are a few things left and right, like a cactus, bushes etc. it would make a stunning view, especially when you consider that you are more or less facing the sun with this direction :D
Do you think you could create a 3D-ish drawing of the big crack in the middle of the open section aswell? I think that I will not paste any fences or anything around it. Careless ppl or ppl that are unlucky to get pushed into that crack should fall a few meters and eventually experience a respawn. But skilled people could use the edges of the crack for a short dive-in-and-out to gain airtime for barrel rolls ;) Now how's that? :D
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Thanks for the thread Kai :)
I didn't realize the skillcut would be facing into the sun, that will be really cool, maybe have some sort of blinding effect when you come out of the tunnel? :D I'll try to make some sketches of the open section tonight, and I think it would be better without a fence, it adds more character to the track, and the chance for some pretty epic BRs, which is a great idea too. My favorite thought of it was last night when I imagined racing for the lead and Impulse blasting an opponent into the crack... now that would be satisfying! :D
Also another thought that just came to me, what do you think about maybe putting some rusty vertical stairways and ladders down the side of the crack? Then they could light up with work lights at night and give a really cool look to that section, with the light coming from where you don't want to go! ;)
Edit: Back again with concepts! (These ones are dark because I didn't write very hard, so they show up better in the dark.)
Attachment 8197Attachment 8198
The crack is shown in one of these pictures with the cliff and track turn in the background, and a stairwell, ladder, and elevator in the crack itself (the work lights would be attached to these objects.) The other picture shows the objects that could be in the crack, 01 illustrates that if there were stairwells, they would look better with staggered lengths instead of uniform like in the original crack drawing, which was just a demonstration. 02 & 03 show the construction look to the stairwell. Then, 04 & 05 show a concept for an elevator, the construction of the elevator in the picture is really not relevant, I just put it in to give you an idea of what I am thinking of. Anyway, that's what I have right now for the crack, I might make a more detailed and colored drawing later, as our "Thanksgiving" break starts on Wednesday over here, and I will have more time then I had to make these, but we will see. Just tell me what you think, especially about the rusty work equipment, as these are just early concepts made in a short amount of time, and I would like to refine what I have and think of some new ideas, too. :)
Also on a sidenote your website seems to have reverted to the old version, therefore new players can't access the October demo, and I was wondering if there was another link to it.
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Am short on time, so I will reply to everything Nazca-related later on. Just the website: Yeah, we made a server change just recently and the website returned to an older stage. It'll remain like this for some days though but we already working out a new concept with looks more appealing to the actual game and it will be COMPLETE! :D
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Cool, alright, thanks for the explanation, I can rest relieved. :) Also, this is offtopic much, but whenever you guys have the team/track logos ready, we could start thinking about t shirts, which would be cool to spread the word (and look badass!)
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Yeah, I can think about some sort of blending effect. But I am not quite sure since on the daytime version the sand storm is also there :D
I didn't really think about how the inside of the crack is going to look. But to be honest, I don't want to make it too "complicated". From the track itself, you can't really look too deep into it and if you fall, you'll probably also don't have lots of time to "enjoy" the ambience :D So, am even thinking about leaving out everything human-related and save those poly's for models next to the track. What could be inside of that crack though are some broken pieces of old remains, so it won't be too empty [people anyways won't fall deep enough to see the ground - a reset must happen before or you will collide with the walls when you drove into the crack and bringing your forward speed with you].
But this rusty equipment and stuff... If you wanna draw something like this, you can think about stuff that can be placed on the abandoned astronomy basis. Like a water tank, a warehouse, floods, speakers, an observatory, more antennas, a crane near the railways for unloading train containers etc.
I am already having nightmares when I remind myself I still need to model all this :D
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Alright, I may work on some more concepts for the rusty stuff later, and still maybe a more detailed 3D crack view. The good thing is we have a lot of time to work on this, I'm sure we'll get there! :D
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Hehe true. This track won't be finished any time soon and I also don't wanna rush it + personal stuff is in the way aswell atm. But it is good to have some plans to work with when I find some time. So keep on posting ideas, concepts, drawings [not only DDD13 but everyone can join in :D ].
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Here is my updated overview plan of the Nazca open section:
Attachment 8366
As you can see, I added in the river as the inside barrier, which extends off into the desert both ways, running right next to the tunnel that then turns into the cliff overhang at the start of the open section, then forming the barrier, and finally continuing to run off into the distance. The crack itself has also been extended so that it is very close to the exit of the initial tunnel, forcing a quick choice of path and good pilot skills to navigate properly. It also extends long enough to make it impractical to take the left split and also the skillcut, which otherwise would be the fastest route. Since I know you want to make the ground rough throughout this section, you will have to be careful so you do not create a hill that can be used to jump the gap from the left split to the skillcut if a turbo is picked up by the player.
On the cliff overhang, although I didn't draw them, I still would use the support beams that are underneath it, though they may have to be slightly modified in position to avoid the start of the crack. Otherwise, you can see that the cliffside is the wall/barrier for the initial tunnel and the right splitway, while the river is the barrier for the left side. The skillcut tunnel would have rock walls like the concept drawing I made for it, and the open top section of the skillcut would still look like my concept for it, too. In addition, after the skillcut jump and the cliff and river split off, the track walls would be the same as the open top section of the skillcut, appearing very similar until it meets the road heading to the astronomy base. [Picture below]
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Finally, the river would be depressed into the desert a bit, like the start of a small canyon, with only a little bit of slow moving water in the bottom of it; I will make a simple drawing of this later. Anyway, I'm eager to hear your feedback and suggestions on this plan for the open section! :D
Cheers,
DDD113