![]() Worlds are created and accessed in the game's main menu. The "Dungeon" depicted above, is a locale featured in the game "Terraria", and is the intellectual property of "Re-Logic".World creation screen on Desktop 1.4.0.1. The brick texture is "Green Slab", based on the actual Terraria brick. All non-detail props and textures are optimized for gameplay. I used the "burning_torch" burning player particle effect for the torches. ![]() Just assume Skeletron has the ability to move through walls like he does in Terraria. While scaled to Skeletron, the Dungeon is still a bit small for him. If you want high definition normal mapping on the mural, you'll have to add another one in and place it on top of the one in the floor. However, Hammer does not allow normal mapping on static props baked into the world. The mural piece supports normal mapping. You'll have provide some SFM lighting to fix a few of the Hammer light errors. I explored quite a few workarounds, mostly using lighting origins, visibility groups, and chopping it to pieces, but the results were always bad. Hammer apparently hates my mural, and refuses to light it properly. Comes in torch-lit and no-light versions. Now, in the present, he is simply a shell of his former self along with the inhabitants. Skeletron in the mural is depicted in iron armor, wearing an ancient iron helm, welcoming the various races(now the skeletal inhabitants) into the Dungeon, away from the influence of Cthulhu and his corruption. Skeletron was a valiant guardian(or perhaps sacrificial protector) from an age old past, that sheltered humanity from an early corruption. The actual floor design depicts the Dungeon as a safe haven for a ancient race/old humanity. I figured that Skeletron isn't actually related to the Eye, Eater, or any of the other bosses, as he has a unique summon mechanic and doesn't have any comparable loot drops. The mural was one of the few pieces that carried over from the design phase, as it was too cool to pass up. Of course, that was back when the plans for this map were far more ambitious, with traps, and stairs, and that sort. I originally wanted to have some kind of foreboding centerpiece for the room, something that would both intrigue and inspire dread. The interior is also decorated with gel torches, clay pots, and various wooden platforms left by previous adventurers. I decided that a large dungeon with a large boss deserves a large epic doorway, with a small cutout door made by the Clothier. The major additions are the "detail" models, the giant wooden door, and the stone mural on the floor. The result is something that feels uniquely epic and foreboding, but still retains some of the atmosphere that Terraria's Dungeon invokes. I expanded on the design a bit, and drew inspiration from other games that utilize a crypt/dungeon motif, like Dark Messiah, Dark Souls, and Diablo. Of course, simply replicating the room from the game was a fool's errand, as I would have ended up with a simple box room with a hole and a door. The interior foyer is the room which sits above the long drop into the innards of the Dungeon. This level is essentially a mix and match of the exterior entrance and interior foyer from the Dungeon. Maybe I'll make texture content packs for this express purpose, though that would likely be a ways off. I imagine you could make some pretty amazing Terraria levels if you had the assets to do so. It was a bit of a hassle to work on, and it required delving into quite a few source features I had never messed with. This dungeon room was more or less a prototype in how reasonable it would be to throw together maps for Terraria, and by extension any other Original IP maps I might make in the future. It actually took longer to make this dungeon in Hammer than it did to make Skeletron himself. Not only did I have to relearn how to use Hammer(I haven't used hammer in 8 years), but I had to familiarize myself with making textures for brushes for Hammer, and how to properly construct props for advanced lighting. ![]() My first map release, the "Dungeon Foyer" from Terraria.
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