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for foreach() WorldWorksGames • View topic - CaveWorks Redux by Paul.
Commander Joined: 07-19-2003, 03:24 AM Posts: 3425 Location: Sydney
I call upon Paul the MasterCrafter to go back to the Underdark and bring forth into the light all that is good from the caverns.
Ok so it sound like I have lost it, but in reality I have just seen the truth. If you look at Paul's latest works - Mars Station and ShadowCore Prime you will see a very common theme - Organic/freeformed terrain.
The canyons of Mars and the walls of SCP are totally out of the box - the flowing shapes and bends leads, in my mind at least, to Caverns!
I love Denny's CaveWorks and I know that he had a bitch of a time getting that texturing just right so to trick the eye and not see an re-occuring pattern on a flat straight surface (Sandwhich folded cardstock). With Paul's ability to capture the feel of rock faces or organic folds and bumps I know that Caves, Caverns and Shored-Up Mines would look simply stunning with these techniques.
SCP could almost be stripped of its stunning texture work and have new skins dropped in place right off the cuff. If using the builds from SCP then adding the tech of the Canyons with the new field of 2.5D, one could have a very sexy and almost infinite varied layout soley in room shapes.
Then add the FirstLight/SCP "lids" and we have a damn impressive array of building tools.
So guys what do you think? Can it be done and more's the point will it?
WorldWorks Moderator Joined: 09-30-2006, 12:34 AM Posts: 3934 Location: New Zealand
Very cool idea
Apart from CaveWorks, the WWG 'terrain' is pretty much all buildings and vehicles (spaceships included) with a few bits of terrain attached.
But having a thorough terrain kit would be awesome - the number of times the combat isn't in/around a building or ship - as well as fleshing out the environments around buildings (Shellendrak Manor at the top of a cliff anyone?)
And your right Lord A, Paul's skills are exactly what's needed for this job.
Moderator posts are in green oraquamarine. My posts are my personal opinion only and do not represent the official view of WorldWorksGames.
Dirigible Joined: 04-05-2005, 08:59 AM Posts: 1668 Location: The Jinglepot
Here is a Chunky Cave Works I'm working on
You can see more pictures
But after the MARS Station came out I started to redesign them to have a more natural look to them. They still stay in the same Chunky format but the walls are all uneven making them look more like real caves. Pauls Canyons where a real inspiration for that.
I hope to have a large sized cavern to show everyone soon. I'm mixing elements of Gothic Realms, Cave Works, Mars Station, Skull Cove and Chunky Dungeons for my "Chunky Caverns" It has been taking longer as I am making several random looking walls for each wall type to reduce the boards from having a reptative look to them. I do this in a 3D program first then unwrap them and then texture them with the Cave Works texture.
Not to mention as soon as Crystal Caverns comes out I plan on making them chunky as well!!!!
I think alot of people would like a 2.5 version of Cave Works and those of us with Chunk would like a chunky version as well.
Hey dont forget Dina Ffordd for terrain. Can't belive no one mentioned that at all. For shame!
Commander Joined: 07-19-2003, 03:24 AM Posts: 3425 Location: Sydney
Oh no I had not forgotten about the FFordd, I just outlined products that Paul has shown insight into modeling out the square. I was just pointing out that as Paul progresses in sets he is slowly evolving cardstock into something more natural and organic in nature. It is this approach that I believe would capture CaveWorks.
Your chunky caves looks very sexy and I pick them up in a heartbeat if they hit the store.
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