I have some difficulty following how all these separate images relate to one another despite your descriptions. Are you going to do another joined-up map?
As requested by those following this thread, I'll be making my final fcws for each level as joined maps. Note that sub-level 3 is in 2 parts, those wont be joined.
Still working on ideas for sub-level 4
I might map the two vertical lakes, that show up on the Deadly Cave level as ponds. Not sure how I am going to do that though.
Forgot to mention that when I map one map per level, sub-level 3 being the exception, I'll redo the background instead of stretching it via the node editing tools. Click click in stead of struggle, struggle, maybe they match.
Computer wouldn't do anything this morning. I moved the power plug to another socket on my uniterruptible power supply, and the computer came right up.
So now I have to buy a new UPS.
And hopefully do some work on Sub-level 4 this weekend.
Well, I bought what I thought was a desktop computer. But its a laptop in a small form desktop case. The best I can do for it is add more memory which I'm at 8 gigs now. To add a small video card, I have to get a 90w power adapter as the 65w one that came with it wont handle that.
The UPS is around 10 years old, so I can see a socket going out on it.
I am surprised it runs Windows properly. That's a lot older than my recently deceased laptop, which was only 3 years old when MS decided to kill all such HP machines with their wretched Creators update.
My computer is less than 5 years old. Bought it after I moved. That Creators update caused me no end of problems. It was dumb and I had no use for it as I have Profantasy's software which does what I need.
Well it kind of already does, but the brown rocks are floating on top of the shadow. Maybe try another SYMBOLS sheet below those dark polygons to put them on?
Jim, I'm a bit confused by the PNG, but I think the paler grey floor is meant to be the upper surface, with the darker grey and pale brown areas the floor of the lower cave, on which there's a series of black cracks, the brown and grey boulder falls, and one complete skeleton. Is that right?
If so, you need to tweak one of the black cracks and the position of the second complete skeleton on the PNG image to have them end up partly hidden by the pale grey (upper) floor, aside from tinkering with the boulder shadows as Sue said. I think you also need to adjust the boulder shadows for the grey strewnfields, and probably add more boulders to these, assuming they're meant to show a partial cave-in to the lower cave floor. (Or if the skeleton's meant to be on the upper floor - as another is, I appreciate - move it so it's not partly overhanging the fall. You might try resizing the skeleton on the brown cave floor if that's right, to try to "force" the perspective more, and make it seem like it's further away.)
While I expect there'll be better examples elsewhere that I can't now recall, I tried doing something like this, showing wall collapses into lower areas, for my Lost Temple of the Screaming Stars level of the Temple of the Unholy Dungeon in the Community Atlas. That took quite a bit of playing around to get everything to work satisfactorily using symbols on different sheets with different - sometimes no - shadow effects. I'm sure there must be more efficient ways of doing it, but as ever you go with what you know you can do!
The skeletons aren't on the cave floor. I think getting rid of the shadows on those two rock piles might help. I'll play around with it this weekend and post an update later.
Sheets floor4: smaller boulder symbols and a floor bitmap floors: a different floor bitmap floor2: larger boulder symbols floor3: cracked floor symbol symbols: skeletons
I need to move some things around, but here it is so far.
Comments
And at this scale it is rather tiny. I could make it bigger.
Anyway, this is a construction in progress. Sub-level 4, part 01 is superimposed on top of the Deadly Cave map.
I'll use this as a guide, map, something, to determine where the hole in sub-level 4 is located.
Lakes ? Yes, vertical lakes. The two 'small pond' areas you see in the Deadly Cave are just the top areas. This is the lower right two water areas.
And the pile of rock debris the digging to get up to Sub-Level 04, part 2 caused.
I have some difficulty following how all these separate images relate to one another despite your descriptions. Are you going to do another joined-up map?
Part 1 is always south end of the level. Deadly Cave has only one part.
Still working on ideas for sub-level 4
I might map the two vertical lakes, that show up on the Deadly Cave level as ponds. Not sure how I am going to do that though.
So now I have to buy a new UPS.
And hopefully do some work on Sub-level 4 this weekend.
Lets hope the trend evens out and you get some more reliable hardware next time.
The UPS is around 10 years old, so I can see a socket going out on it.
Uploading completed.
The web page that displays them all. Definately will load slowly.
Congratulations. That's quite an achievement
I want it to look like a hole going down into the cave below.
If so, you need to tweak one of the black cracks and the position of the second complete skeleton on the PNG image to have them end up partly hidden by the pale grey (upper) floor, aside from tinkering with the boulder shadows as Sue said. I think you also need to adjust the boulder shadows for the grey strewnfields, and probably add more boulders to these, assuming they're meant to show a partial cave-in to the lower cave floor. (Or if the skeleton's meant to be on the upper floor - as another is, I appreciate - move it so it's not partly overhanging the fall. You might try resizing the skeleton on the brown cave floor if that's right, to try to "force" the perspective more, and make it seem like it's further away.)
While I expect there'll be better examples elsewhere that I can't now recall, I tried doing something like this, showing wall collapses into lower areas, for my Lost Temple of the Screaming Stars level of the Temple of the Unholy Dungeon in the Community Atlas. That took quite a bit of playing around to get everything to work satisfactorily using symbols on different sheets with different - sometimes no - shadow effects. I'm sure there must be more efficient ways of doing it, but as ever you go with what you know you can do!
But here is my partially implemented plan
Sheets
floor4: smaller boulder symbols and a floor bitmap
floors: a different floor bitmap
floor2: larger boulder symbols
floor3: cracked floor symbol
symbols: skeletons
I need to move some things around, but here it is so far.