an experiment in iso/perspectives

I was thinking about this last night. I'll include the fcw and the Astronomy photo of the day I used, it isn't copyright.
Work in progress. Just stopping by, there is an October festival going on in Everquest, I'll be heading over thata way after I post this.
The photo is converted to a bmp, and placed in my CC3Plus/Bitmaps folder.
Comments
I'll be working more on this as time flies.
Is that like a portal of some kind, Jim?
An update, zoom into the two areas mapped so far.
Yes indeed. Maybe a galactic portal, maybe to just another world... or dimension.
I'm not sure I understand what the brick wall is about. It's not isometric so it doesn't relate to the rest of the map.
I wanted to make a wall, instead of just stairs going down. Its a perspective wall. Sort of.
1) I had the perspective wall in.
2) The Iso symbols, and the perspective wall, are at different angles. I then tried just making a row of the iso wall symbols, then copying it, with ortho on, then making the copy below that first one.
3) Then I added the nebula on its own sheet and layer using polygon with my own definition of a nebula. That way I could give the nebula bit the same 'angle' as the iso symbols.
Here is the most recent fcw.
Edit: I'm not sure I explained what I did. My apologies. I'm kinda tired.
I'll check into making the brick wall more like the iso wall... but I've been playing Everquest 2 most of today, so I'm taking a break from working with my computer.
Didn't complete the post earleir, I'll try again. Probably my internet provider flaked out.
Looking at this today...
The iso symbols, and the perspectives wall, come off the back of the template, vertical bit, at a different angle.
I did try just using the brick bitmap fill and polygon to draw a background wall, but so far they don't coincide.
I'll work on it later this week. I may just be making it slightly off in my attempt, and its possible after all.
Here is an attempt just using polygon and the brick bitmap fill.
A third version. Perspectives wall of larger brown bricks, and an iso floor, doorway, etc.
I think I can do something with this third version that will look good.
Rather tired this evening, and shopping tomorrow.
making iso backgrounds
take or make a normal picture , rotate it by 45 deg then make the width 150% and the hight 86% but make sure you turn off any scale proportionally check boxes
Rob
I'll look into thst.
Haven't had a chance yet, but here is an update. One stone perspective bridge added to connect two floor areas not exactly at the same level.
For those folks new to seeing my iso maps, the low walls are to give a cutaway view.
CA95 clouds, added, then the sheet they are then moved upwards so they are below the floor symbols.
Aha ! Iso rugs and carpets is what I need, or perspective ones. Can't find any.
There are in perspectives. Not many though. The bitmap B one is should match the art style from this map.
Ah, in furniture. I was using the iso furniture...
Larger in my gallery. under Jim's stuff.
1) one entrance, slippery.
2) broken table, and a green pillow... did it just move ?
3) An easier entrance. 3 green pillows... are they laughing amongst themselves ?
4) a rectangular room, with one pillow... has it been told to go away by the pillows in room 3 ?
5) Another entrance. A deeper bit of travel to get to it from the surface. 2 yellow green plants, 2 torches, and a yellow-green circle. Does it connect to the one in room 12 ?
6) 2 possible treasures and a plant.
7) a planet, 2 torches, a treasure, and an open pit covered by a rug.
8) a torch and a plant. An opening in the wall, for those who want to drink or swim in the water... probably a bad idea.
9) a rope bridge leads into the room, with nothing apparently holding it up. A torch and a stone bridge leading to room 10.
10) a plant, and nothing else.
11) a neatly made bed, a toilet, and some debris.
12) one odd and 2 regular torches. The other yellow-green circle, a broken table, and a treasure chest. Each floor section has a gap, and is slightly wobbly down to the next floor section.
Don't fall in !
I decided to put that on hold on the above for some amount of time... and make some starting iso maps to build on.
This is one of them. The trap door turned on its side upper right, I'll add a bit of glow so it looks like daylight is out there.
The upper walls aren't done. Or maybe they are. I'll decide that later.
Scales used are; 5.0, 3.6, 3.0 and 2. The trap door upper right is on a sheet by itself. CA66 is the annual used.
Another, 'template', just add walls, traps, tricks, trees, furniture, etcetera, and I got something.
Clouds, and two water sheets/layers. I'll attach the fcw.
Here we go, this hides the sharp edges of the water.
I notice the water is a bit pixelated. Perhaps change the fill scaling of that one.
Yup,I tried lowering the scale but it didn't fix it. There are three sheets.
Water
Clouds
Water
One of the water, on sheet art2, needs work.
I was more looking to cover the straight edges.
Are you trying to make it look like water or sky with the clouds?
I changed the Art2 fill as the one you choose is what is blocky and added an blend mode for the sky effect.
Don't know if either of these are what your looking for. Hope this helps.
I use the clouds as fog. On my cell, so I'll check the changes later. Have to do some things on Saturday.
I'll use the water as non-blocky. I have been looking at working the upper water as transparent, so the lower water and clouds are noticeable.
I'm working on it now. Thanks for fixing it !
Upper right, needs work. I have some things to do today. So I'll probably work on this tomorrow or Monday.
Leaves bitmap fill on the floor, and a yellow color upper right. Transparency of 50% on both.
1.5k likes. I need to work on getting awesomes.
Okay, second version. Most of the items are scale 5.0, except the bits coming down from the upper right are scale 3.0. The vertical pieces just to your left of the stairs coming down from the upper right, is scale 4.0.
I think I can go to another version now. I may tie it into one of the surface annuals.
6 torches to the right of the left hand entrance. Two larger torches.
A broken door. Odd, no wall pieces though.
Three crates in what looks like attack formation near the stairs from the upper right. Mimics ?
For an actual dungeon, more water, etc. below the floor. Maybe an area labeled 'invisible floor area' or two.
Not sure why I didn't think of this before, kinda obvious. I need to get some sleep, but I wanted to post this.
Very preliminary.
Two levels on one map. Each level is marked, and all symbols on each level are on their own sheet. That way the level 02 part can be hidden when the characters are on level 1, and level 1 can be hidden when they travel down to level 02 so all of level 2 is visible.
The closure around the stairs, just down from the wooden ladders, is enclosed except for the stairs. I wanted the map users to be able to see the stairs.
I'll attach the fcw so you can see how easy this is.