Title: Ideas for areas of the game
Description: I need input
Knives - April 5, 2004 07:20 PM (GMT)
Since I am one of the few mappers on the team (I think it's me, Alezunde...and, uh, no one), I am going to be doing a lot of the locales from CT for the mod. I was wondering if anyone had suggestions for ANY area of the game, ANYTHING. This thread I hope will be the post we put all these ideas in from now on.
So I am asking for input for the maps in the game. Right now I am busy with Guardia Castle, and expect to have something to show of it in the coming weeks.
Please give me ideas!
Greatest thanks,
-Knives, resident mapper
Knives101 - April 5, 2004 10:25 PM (GMT)
:huh: Some robots just strewn around the ground and walls in the future areas would be cool, maybe a couple that almost resemble Robo but not enough for the team to notice.
maybe More huts and homes in the jurassic.
Alezunde - April 6, 2004 12:53 AM (GMT)
If you wanted to go to the effort, I suggest researching architecture for some areas.
Such as the Cathedral, or Guardia Castle.
Just for a more authentic look. Especially for the ceilings.
I'd say keep everything mostly the same as in CT, but details that you can't see should be researched as such.
As Knives101 mentioned, having things strewn around would definately add some spice to the levels.
-Alezunde
Apocalypse - April 6, 2004 01:44 AM (GMT)
As always, keep it as similar as possible to the original... but improve upon those aspects seen in the original. for example, the future's map was a highly desolate land filled with poisonous gases. I suggest some emphasis be placed upon the poisonous air (In the original, you would eventually lose health). I think you should be able to clearly see these poisonous vapors. Also, I think it would seem reasonable (in agreeing with someone else) to have robot parts scattered about the dungeon-areas within the future... but along with that, just see some scattered computer parts... perhaps have some clutter in your way (A sense of realism since the Apocalypse had occured, you would expect all paths not easily gotten to).
Think of the original feel of Chrono Trigger, but add a bit of realism to it. If it isn't too much trouble, I request to know of areas you plan to design next... so that I may give some ideas upon the looks of that specific area (easier that way). :blink:
Magus008 - April 12, 2004 10:19 PM (GMT)
One area that could pose to be quite a bit of a challenge (idealistically) is the End of Time. Now, my concept of this area might be different (in proportion) to yours, as the mapper. But while it was entirely black in the background in the original, in UT that could look...sparse. You could do something else with it. I'm thinking stars or something? Perhaps a paused vortex look would be neat if properly done. The fences around on the borders, though...like I'm saying, this could be a challenge even for an excellent mapper such as yourself.
On a seperate note, the industry-type areas in the future should be fairly rustic-looking...I'm thinking UT2k3 (2k4) should already have some excellent textures in place to work with.
The most controversial part of mapping within this mod will most likely be the terrain - and how "high" it should be. Height in CT is limited, obviously, from the perspective itself. For example, there is very little height change in Guardia Forest, but there should be a bit of noise, at least, right? It needs to look like normal ground, too, so some leaves floating around and well designed rocks could really help (these could be reused with different lighting colors in different zones! How's THAT for efficiency?). :ph43r:
Knives101 - April 12, 2004 11:31 PM (GMT)
:huh:
For the End of time it might be a good idea to add a horizon shadow so it keeps the appearance that your still on a planet.
The quick dungeon to rebuild the forest, you know the sand doungeon the second place you have to fight that skeleton thing, that should be made a little bigger and with corridors and more of a ominous feel, the boss area would have to be kept the same cause of its random popup ability but the begging part could be more dark.
The Zeal kingdom could use a few little huts in some spots so it appears to be a huge kingdom not just localized inspecific spots. ;)
Knives - April 14, 2004 07:31 PM (GMT)
Great ideas guys.
Personally I think the End of Time will be ridiculously easy to do. It doesn't really exist in a traditional sense, like in the real world. It's beyond time. We could use a whirling texture or take part of the skybox from DOM-Outrigger. UT also comes with a nice sphere mesh that's covered in stars.
Yep, the future should be one of the easiest areas to design. UT is absolutely crammed with stuff for that, from shiny stuff (for the Robot Factory) to worn away-looking meshes (the Domes) to even junky pieces (for the lab areas). Some of those objects even have bits of snow on them, which makes them a perfect choice given the environment! I envy the guy on the team who gets to design the future age.
To Apocalypse: I would tell you, but I haven't been assigned anything else yet. :( Right now I'm focused on Guardia Castle. I would like to do some of the towns, the future, or the end of time, but not until I'm finished with the castle.
Keep 'em coming!
-Knives
Jack - April 15, 2004 12:17 AM (GMT)
Well, for the end of time I think the Outrigger effect (at %50 opacity) in a star sphere would be cool. I was thinking that the whole End of Time place could spin (similar to CTF-Face3 (ut2004) ).
Knives101 - April 15, 2004 01:17 AM (GMT)
:huh: For the speeder race I think it might be kinda funny to see monsters and robot spectators on the sides.
Just something little on the side; it might be cool to see in luccas room near her bed a little half finished gato robot. The little romote one you see in the ending scene in the ps version.
The bar in the present time should be a little bigger in my opion, I didn't really hang out there much in the game 'cause there wasn't much to look at, some more tables and some neon signs would be cool and kinda funny, though that may be a little out of character. :P
A training area in the gaurdia castle for the soldiers would be cool, have little wooden soldiers to wack and some punching bags or something. :lol:
Knives - April 15, 2004 12:07 PM (GMT)
I like that training area!
Apocalypse - April 15, 2004 10:53 PM (GMT)
THE FUTURE: sewer
As you would expect, this area of the game should be dark, dank... and rather unpleasant. I expect there to be... rather poor lighting. There should be visible mist throughout the sewer, as well. Human bones should be occasionally seen scattered across the floor... and possibly floating in the water (as the "mermen"/monsters tend to like killing humans). The frog-like creatures should occasionally pop up out of the water (as they live there), but go back under the water relatively fast after being seen.
I would say a bit more on this area, but I'd like to see a response from what I've written thus far. My concern is that it might be a little to... different from the original. <_<
Knives101 - April 16, 2004 12:40 AM (GMT)
:huh: I think it might be too dark, the gloomy setting would offset the comedy of the boss and frogs in the area. Wouldn't be as funny ya know.
Apocalypse - April 16, 2004 01:47 AM (GMT)
Yes... you do have a point. But keep in mind, a certain person from the future DID indeed die in those sewers... remember that diary? I believe I see your point... it can't quite be THAT gloomy, but it does have to be a little bit dark. Keep in mind, you are in an abandoned sewer... there is no doubt in my mind that it wouldn't particularly be the... "happiest" place to be. I think i'll edit that a little bit...
The sewers in the future should be relatively dark (with slightly more light at exits), and perhaps have a light mist in the area. Frog-like creatures should be seen commonly throughout these sewers... whether they be popping up out of the water, or falling out of some debris (often in a humorous manner). The area around the boss should be slightly more well-lit... as well as have less of the mist. Seeing as this is an abandoned sewer, I recommend there be debris found throughout the area... perhaps floating in the water.
I think that is a little less gloomy... I must admit, it would be quite difficult to mimic the EXACT feelings given by the original dungeon; but I believe we can get at least get pretty close. ;)
Knives101 - April 16, 2004 07:53 AM (GMT)
:huh: S'all good.
I do like your ideas, though your right its hard to retain that slapstick feelling the frogs and boss guy gave out while still trying to make it a gloomy place.
Might be kinda interesting to see in the prehistoric cave area some primitive cave drawings.(Maybe even in the village)
This a little bit of a lame joke but in those drawings I menchond it would be kinda funny to see a beach bum creature from CC. Aw the beach bum, the replace ment for the nu.
WolfPack - April 24, 2004 11:05 PM (GMT)
Ok, out of place here, but i was just wondering is anyone drawing Flee and Slash? I kinda want to see those guys. lol.
Guest - April 25, 2004 06:29 AM (GMT)
Sup bitches, Shit can i swear on this? <_<
anyways I would like you to consider this:
Your a small group of amateurs that are attempting to enlist folks with skills and talent in this area to work on this project simply out of the goodness of their hearts, without pay :rolleyes: . Further, they are attempting to remake one of the most beloved games of all time, something that Square itself would have difficulty in making the fans respond well to. While mentioning Square, I should add that this project is being performed without Square's sanction.
Squall of SeeD
Apocalypse - April 25, 2004 12:43 PM (GMT)
Well, I don't mind swearing (that much), but I would refrain from it in these forums... :ph43r:
I got a rather... negative feeling from that post... here's what I picked up from that.
- All workers here are Amatures. (Not true, many are quite proffesional... some even took college on the subjects.)
- The Team makes people work without pay. (It is a choice to become a part of the Team, the people joining the team shouldn't expect much more than credit for making it; and first dibbs on playing it. )
- Square itself would not have the guts to recreate this game. (BINGO! you got that right! and that's exactly why the remake is being done! Seriously, the original CT is great, but you can't keep it in 2D forever! I assure you, we have many people with a wealth of information on Chrono Trigger, and the entire series; for that matter. The goal is to keep it as similar to the original; while adding some minor additions.)
- Performed without Square's Sanction. (Legally, Square couldn't do anything about it. You see, a remake would merely be considered a "parody" of the original... thus being considered a freedom of speech issue. There have been many "parodies" of Square games, and I have of yet heard of no problems with Square stopping them. )
I'm quite sure the Team is well aware of what they are doing. ;)
SSJoseph - April 25, 2004 05:21 PM (GMT)
O.K. Back to subject...let the hater hate <_<
Here is A really good idea.
In 1999 when lavos pop-up from the ground.
He is scaled well...about 1000 times his normal size
Now I know that it's just to prove A opint so you know its there.
But maybe making lavos bigger, should be the goal here.
Or making the map pop-up of lavos smaller.
Also...since 1999 is no longer here no more, and we can see there is still no lavos (When I was A kid I really expected to see lavos in 1999 XD) Maybe we should up the apacolypse to say 2009?
Since the game is coming out 2005, and Well the original was release 1995, and the apocolypse was 4 years after it, so add 4 to 2005, and we have 2009.
So is this possible?
OH! and here is this idea, how about sub-games.
Like after you played CT A certain amount of times, you can play the life of ROBO
meaning, before he was shut down what was it like.
Or even the Zeal stuff, like the death of the king...and the whole discovery of magic, and stuff.
And how about what happens after the game. Like what is the future like for ROBO.
Or what happens with Ayla and the village.
These good idea's or what?
Knives - April 25, 2004 05:51 PM (GMT)
Good ideas, but I'm not sure about the sub games. That may be straying a little too far from the established formula. BTW for future reference, Joseph, I believe the sub game thing belongs in the "Ideas" thread.
As for Mr. Guest...I also got a strongly negative feeling from that post. It's totally legal to make this, man, as long as we don't use any of Square's actual content. That means stuff like art, sounds, etc., NOT the story or battle system and stuff like that. Besides, CT is no longer commercially available anyways. This remake is to honor Square's creation, not to steal money from it.
Hope that clears everything up.
-Knives
d0t.enix - April 25, 2004 07:41 PM (GMT)
| QUOTE (Magus008 @ Apr 12 2004, 10:19 PM) |
One area that could pose to be quite a bit of a challenge (idealistically) is the End of Time. Now, my concept of this area might be different (in proportion) to yours, as the mapper. But while it was entirely black in the background in the original, in UT that could look...sparse. You could do something else with it. I'm thinking stars or something? Perhaps a paused vortex look would be neat if properly done. The fences around on the borders, though...like I'm saying, this could be a challenge even for an excellent mapper such as yourself.
On a seperate note, the industry-type areas in the future should be fairly rustic-looking...I'm thinking UT2k3 (2k4) should already have some excellent textures in place to work with.
The most controversial part of mapping within this mod will most likely be the terrain - and how "high" it should be. Height in CT is limited, obviously, from the perspective itself. For example, there is very little height change in Guardia Forest, but there should be a bit of noise, at least, right? It needs to look like normal ground, too, so some leaves floating around and well designed rocks could really help (these could be reused with different lighting colors in different zones! How's THAT for efficiency?). :ph43r: |
i'd say you'd see a paused vortex with holes in it , with some time periods in it.
tantalus_virtuoso - April 27, 2004 06:37 AM (GMT)
heyhey
yea i'll just get straight to the point. Im with the Joseph guy and his idea for the sub-games.We all no cts a really good game (good on ya SQUARE SOFTtm) and is quite a real challenge for the average gamer.But some, i guess i could say "hardouts" beat the game pretty fast and then of course get bored unless they feel like beating it again <_< .So the sub-games would give the game a bit more gametime and maybe you could make them extremely difficult for the "hardouts".
But i really understand if you find it streching the oringinality of game(also it will aquire alot of extra work :ph43r: ).
Knives - April 27, 2004 12:15 PM (GMT)
Yeah I suppose so. I beat the game in nearly 15 hours and was left wanting more. But I'm not the only guy on the team, so the final decision will not be up to me really.
Apocalypse - April 27, 2004 10:41 PM (GMT)
Actually, I had mentioned a similar idea a LONG time ago. Basically; the idea was to allow you to start off with different characters, and then play the game with that person as a main character. I realize now though; that a change like that may go just a bit off-line when you consider the fact that the project wants to keep the storyline as similar as possible.
I definentally like the idea of seeing the characters' past... hence; this is my new idea. When playing the game; you have to go to certain places, and perform certain actions in order to see a "flashback" of the life of that character. It is more of a sidequest than it is a major part of the story; however, and it is not neccesary. For example, lets say you went back to Zeal. If you had Magus with you and had tried to pet his cat; then you may get a flashback after your party stays at an inn. With this system; you would not be forced to take the sidequests, but they would be open to you at any time. B)
Knives101 - April 29, 2004 08:28 AM (GMT)
:huh: I like the idea of magus having a flash back... it could flash to when he and his family were all together and happy and then to his father dying and his mother going off the deep end and such. (I know it is a no no to suggest adding his father but I think its a really interesting idea.)
It'd be fun if there were some more mini-games in the prehistoric era... after a while it just seems that theres no reason to go back there... and I think it needs some more things to do. (after you travel to zeal there really is no reason to go there 'cept to plant the sunstone and maybe change your characters names at the nu.)
A liftting contest between you and Alya for some random item... or a special item like her club or somesuch.
Knives - April 29, 2004 12:08 PM (GMT)
Yeah the prehistoric era has absolutely nothing to do. Good ideas Knives101.
SSJoseph - April 29, 2004 03:00 PM (GMT)
hmm...how about being able to get in the burnt village....before it gets burnt
I wanted to see it.
(Damn i hope there isnt A way to see it in the origanal, because I would be really ashamed of myself)
Knives101 - April 30, 2004 03:19 AM (GMT)
:huh: There wasn't a way, I tried my damned hardest to find one though.
the prehistoric could use like a new really hard creature, like a alasoras or something a new, in a new hunting area that could be discovered after all the story stuff is done. Maybe a raptor man or something like a giant frog, or nu perhaps.
Prehistorc Nu Rex hahaha :lol:
zentho - April 30, 2004 05:57 PM (GMT)
Actually Knives, I'd like to talk with you on either AIM or MSN sometime about how the overworld areas are going to work. I already have a pretty good idea but I want to run it past you to see what you think. I'll get a hold of you soon.
DevilsHalo - April 30, 2004 11:30 PM (GMT)
I think it would be cool in the present time period if we could get a little more from the ferries. Maybe a better cinematic than it just going around the island.
SSJoseph - May 1, 2004 05:44 PM (GMT)
I like that idea, also.
Instead of traveling on top of the world to go places...why not let that be 3D, and walkable.
Like...instead of A map, its A level.
example...
To get to Crono's house from the southern area...you have to walk there in 3D.
And there has to be battles in between the traveling otherwise it gets boring.
Apocalypse - May 1, 2004 08:10 PM (GMT)
No... there can't be random battles. Chrono Trigger specifically had planned battles... not once (if I remember correctly) are you EVER put into a random battle. It happens to be one of the nice little features of CT. The world itself should be rather small, and towns shouldn't be THAT far apart; so random battles wouldn't be particularly necessary.
Although, if you really, Really, REALLY want to have battles on the world map; perhaps you should place a monster or two on the map. You can walk past it (like in the original), or run up and fight it.
I seriously don't like the idea of random battles being put in though... just my opinion on that subject. :blink: :unsure:
SSJoseph - May 1, 2004 09:11 PM (GMT)
I'm not saying random battles.
I am saying put some mosnters on the field.
And yes the towns shouldn't be far apart.
But maybe instead of walking up to A house on A 2D/3Dish map, how about A 3d world.
And to get to A certain area you would walk throught the town.
Not look at the map, click, and enter.
But walk around, read A sign (to see what it is your going into), then enter.
Kind of like elder scrolls...but just not as large scale :lol:
GalaxyFalcon - May 1, 2004 11:15 PM (GMT)
Well One MAJOR problem with doing it like ELDER SCROLLS (Presumably Morrowind? :D :D ) Is that you'd be in a 3D close up view of your overworld charecter, wihch kinda detracts from the 'Chrononess' of the overworld. But maybe some overworld monsters wojuld be ok, in certain areas.
Knives101 - May 2, 2004 12:46 AM (GMT)
:huh: I don't quite like the monsters on the field thing. It doesn't sound like a chrono style game.. neither cross or trigger did this. ;)
SSJoseph - May 2, 2004 01:52 AM (GMT)
ok here is another idea.
In the end of time...you know that half bridge you jump off of to get in the Epoch.
Well I think it is A little scary jumping into the unknown...so how about dock the epoch at that bridge.
Because it never made sence to me why they jump like that for no reason...I mean what if the epoch wasnt there :P
Alezunde - May 2, 2004 08:08 AM (GMT)
I think that the idea is that they can see the Epoch down there.
Sometimes games rely on a little suspension of disbelief.
Has it been decided exactly how the World Map will appear yet?
Perhaps we should start a new topic and discuss this.
-Alezunde
Knives101 - May 2, 2004 11:15 PM (GMT)
:huh: I think it should stick 2D with just some inhance art.
Alezunde - May 12, 2004 02:40 PM (GMT)
I would hope to see a 3D World map myself.
I've tried modelling 1000AD in 3D before, but I never completed it.
It looked pretty nice though.
As for the map you can bring up with the Select button, I think it would be cool to make that one a high-res 2D image.
-Alezunde
Knives101 - May 21, 2004 04:28 AM (GMT)
:huh: Do you still have the image, wouldn't mind seeing it.
BrownMan - May 21, 2004 04:23 PM (GMT)
:o THe world map shouldnt be 3d. If its 2d (the normal map from 2dchrno) then you can roam through the map with ease. 3d would make it too complicated. 3d should be everything other than the world map that you roam through. Comeon guys you want to preserve SOME of the 2d looks and aspect. :o :lol: