Hrm. Out of curiosity, why did you have to stretch the doorway? For me — and this may be very different for other folks — I think doing so creates an Escher-esque problem. Before, the upper floor of the dungeon looked to be flush against the brown wall, and 10 feet down from the top. That's where the first attempts at the entrance were, too. This new one now looks as though it's bridging a 10-ft gap between the brown wall and the start of the floor and, in addition, rests 10 ft higher, on the top of the brown wall,
I think that, If you want to keep the stretched doorway, you'll need to move the symbol so it starts 10 feet to the west, away from the brown wall. However, that leaves another problem, namely the wood jutting out the back, which will probably make it appear there is a small gap between the archway and the brown wall. An unstretched version, like the one Tonnichiwa posted, might work nicely, though. Either way, to achieve the illusion I believe you're after, I think the symbol needs to be placed to the west, on top of the existing floor, not east of it.
That works nicely! Though, to be honest, I don't know why you need the trap door symbol at that point. It seems to add unnecessary wood boards to the floor. I think Tonnichiwa's idea was to use the open trap door symbol, as opposed to the closed one, to add a sense of depth behind the doorway, as if delved into the surface. In the case of his suggestion, you wouldn't necessarily need the arch (though it might look cool and be worth a test). I suspect you might need to adjust the height or width of the open trap door symbol if you want it to match the dimensions of the arch.
Personally, I think the yellow glow, while neat, may still be too oversaturated and overpowering. If you choose to keep the arch rather than use the open trap door symbol, you may want to just add a small poly with an outdoor fill (grass, or something similar) behind the door archway opening. Not entirely sure how that'd look but it may be worth a shot.
Yeah. I just tried adjusting the height and width of the open trap door symbol but it doesn't work because the symbol is actually a diamond shape, so making those changes really distorts the symbol. However, because of the way the arch is drawn, it covers the wider trap door nicely. You lose a lot of the intended illusion doing that, though.
Intrigued by Tonnichiwa's suggestion, and your conundrum, I tried 3 different versions of the idea, myself.
Open trap door symbol. I also created a new sheet just above the floor and drew in a poly, over the wooden trap door part of the symbol, with the same fill as the floor.
Added a cavern opening over the trap door symbol.
Added the archway symbol over the trap door symbol.
[Image_8926]
I didn't include a glow in my test, but you get the idea.
I knew I had seen some circular holes in Iso Annual same color as the floor pieces. Now, I cannot find them in either CC3 nor CC3+. I'll just export the symbols from one map and use them in this one. Now I cannot find the old one. I'm taking a break. I guess I am more tired than I realized. Later.
Okay, I finally found the old map. It has CA66 Hole, floor or CA66 hole floor in it. And I exported the symbol. I cannot find the same symbols in any CA66 fsc file. I'm still going to take a rest.
Oooh, I used them in my arcology dungeon Iso maps.
The "hole" is simply the open pit symbol Tonnichiwa used from the CA66 PER3 Traps catalog. It's just rotated so it can be placed against the wall instead of the floor.
I then drew a poly with the floor bitmap fill over the "floor" of the rotated symbol, partially overlapping the room floor, too. I placed the poly on a new sheet that was below the FLOOR and SYMBOLS sheets in the sheet list. It hides the line where the wall meets the floor and gives the illusion of continuing down through a tunnel in the wall. It's just smoke and mirrors, but I think it looks really good. Hat off to Tonnichiwa for the suggestion.
Hi guys, yeah, Dogtag is right. The hole is an illusion created by the open trap door being rotated so that it fits against the wall instead of the floor, and of course the symbol is expanded so that it looks like it would be the proper size for a six foot tall human to walk through like a hallway exit.
As far as the Multiply and the yellow polygon goes, those colors are only going to work with the open trap door symbol. The arch doorway symbol does not have the same colors so the Multiply will make the colors more saturated and it won't tone them down the same. The arch doorway symbol has lighter shades of gray on it and it has no back to it so it is see through. This will affect the way the yellow color will look so I do not suggest you use it if you plan on using the arch doorway in your map.
It is interesting to see what effect it did create though. I also like Dogtags solution to the wooden floor of the open trap door. And adding the other arch symbols might make the floor look completely wooden if you can position them properly. I will have to try that out some time to see if I can get it to work.
Posted By: DogtagThe "hole" is simply the open pit symbol Tonnichiwa used from the CA66 PER3Traps catalog. It's just rotated so it can be placed against the wall instead of the floor.
I was refering to the octagonal hole of the wrong color I currently have there in the floor of the first room... but I had a correct circular hole in one of my Arcology maps. i couldn't find the symbol. i have the symbol now, and will be replacing the brown hole with a stone hole of the same color as that floor.
I do want to make a see through hole out to the outdoors from the cave. But if it involves intense symbol juggling, etc. I probably wont be able to do it.
Jim, I think the open trapdoor is in Perspectives 3, not CA66 (assuming that's what you're hunting for). I don't have Per3, unfortunately, but can confirm there's definitely no open trapdoor symbol in the CA66 set.
I misplaced some symbols as i was placing walls in using Iso wall symbols. So, I looked at earlier maps, and decided I couldn't get it to work with the floor levels all ready in place. So, I am now just putting in the walls and floor.
Here is what the new map looks like so far. I decided to make these walls at a scale of 3.6 to show ancient works. Really need some broken wall pieces though to give the best effect for that.
Comments
Hrm. Out of curiosity, why did you have to stretch the doorway? For me — and this may be very different for other folks — I think doing so creates an Escher-esque problem. Before, the upper floor of the dungeon looked to be flush against the brown wall, and 10 feet down from the top. That's where the first attempts at the entrance were, too. This new one now looks as though it's bridging a 10-ft gap between the brown wall and the start of the floor and, in addition, rests 10 ft higher, on the top of the brown wall,
I think that, If you want to keep the stretched doorway, you'll need to move the symbol so it starts 10 feet to the west, away from the brown wall. However, that leaves another problem, namely the wood jutting out the back, which will probably make it appear there is a small gap between the archway and the brown wall. An unstretched version, like the one Tonnichiwa posted, might work nicely, though. Either way, to achieve the illusion I believe you're after, I think the symbol needs to be placed to the west, on top of the existing floor, not east of it.
A closeup and one further away. Darker, color 134, yellow. And one all the way out.
Personally, I think the yellow glow, while neat, may still be too oversaturated and overpowering. If you choose to keep the arch rather than use the open trap door symbol, you may want to just add a small poly with an outdoor fill (grass, or something similar) behind the door archway opening. Not entirely sure how that'd look but it may be worth a shot.
Intrigued by Tonnichiwa's suggestion, and your conundrum, I tried 3 different versions of the idea, myself.
- Open trap door symbol. I also created a new sheet just above the floor and drew in a poly, over the wooden trap door part of the symbol, with the same fill as the floor.
- Added a cavern opening over the trap door symbol.
- Added the archway symbol over the trap door symbol.
[Image_8926]I didn't include a glow in my test, but you get the idea.
Cheers,
~Dogtag
Oooh, I used them in my arcology dungeon Iso maps.
As far as the Multiply and the yellow polygon goes, those colors are only going to work with the open trap door symbol. The arch doorway symbol does not have the same colors so the Multiply will make the colors more saturated and it won't tone them down the same. The arch doorway symbol has lighter shades of gray on it and it has no back to it so it is see through. This will affect the way the yellow color will look so I do not suggest you use it if you plan on using the arch doorway in your map.
It is interesting to see what effect it did create though. I also like Dogtags solution to the wooden floor of the open trap door. And adding the other arch symbols might make the floor look completely wooden if you can position them properly. I will have to try that out some time to see if I can get it to work.
~Dogtag
And thanks.
Here is what the new map looks like so far. I decided to make these walls at a scale of 3.6 to show ancient works. Really need some broken wall pieces though to give the best effect for that.
I'll add significant more detail before I post another thumbnail.