Author Topic: CT Map improvement  (Read 2386 times)

Chickenlump

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CT Map improvement
« on: August 07, 2009, 01:58:52 am »
I got bored and wondered what a CT map would look like with some lighting effects and shading, so I loaded up a small portion of Singing Mountain and started messing around in photoshop.

I'm no Photoshop pro or anything, but I really liked the how it turned out.
I can only imagine what a whole game would look like with all the maps post-processed like this (not on the SNES of course).

« Last Edit: August 07, 2009, 02:00:27 am by Chickenlump »

ONSLAUGHT

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Re: CT Map improvement
« Reply #1 on: August 07, 2009, 02:03:37 am »
Holy mother of god...

That is amazing! Nice work like how it turned up. The right side seems a tad dark but maybe you intended that for a reason.

The water is especially nice. It almost looks 3D. OoO

Zephira

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Re: CT Map improvement
« Reply #2 on: August 07, 2009, 02:04:43 am »
Holy crap that would look amazing ingame.
Trying to imagine what Magus' Castle would be like with special lighting effects, or even Zeal...

This has to be done.

ONSLAUGHT

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Re: CT Map improvement
« Reply #3 on: August 07, 2009, 02:15:34 am »
YES. YES. YES!

The End Of time?

GASP!
EPOCH!
But yeah, magus' castle and Zeal are the biggest ones though for epicness.

Acacia Sgt

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Re: CT Map improvement
« Reply #4 on: August 07, 2009, 02:18:19 am »
Looks great. Definitely better. Now I wonder how something like inside the Black Omen would look...

ZeaLitY

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Re: CT Map improvement
« Reply #5 on: August 07, 2009, 02:28:50 am »
Hey, did you manage to get your old Chickenlump folder?

Chickenlump

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Re: CT Map improvement
« Reply #6 on: August 07, 2009, 02:42:57 am »
I may try a portion of a Zeal map to see if I can get similar results.
It helps when I started to visualize that each map would have to have individualized light sources and shading, as opposed to a general ambient light covering everything uniformly.
This says alot to me about the original tilesets and maps being impressive from the get go. I just added some gloss. :)

I'd love to see someone else give it a go as well. There must be other artistic talent here that trumps my attempt.


Zeality:

The old folder from when I had FTP access?
I haven't been in that in AGES. I wouldn't know where it is now, or how to get into it.
I had a pic of that map stored on my Photobucket account when I worked on it, I only had like 3 maps total saved as PNG files from when I worked on them.
I wish I had that folder's contents, I can only imagine what I had in it. Nothing I can't get again, or better though.



Vehek

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Re: CT Map improvement
« Reply #7 on: August 07, 2009, 03:32:52 am »
Ah, cool.
(Sorry for the shortness; I don't say much.)

idioticidioms

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Re: CT Map improvement
« Reply #8 on: August 07, 2009, 10:32:49 am »
Hmmm, that looks increasingly better, and with only a bit of gloss. I'm imagining what really could be done with a full set of 3D graphics. I know someone had a project for that a while back that Squeenix shut down, and that looked pretty badass. Keep up the good work.

V_Translanka

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Re: CT Map improvement
« Reply #9 on: August 07, 2009, 03:20:12 pm »
Good gods, this is how I was hoping CTDS was going to look! C'mon, SE, how much of the work do fans have to do for you!?

FaustWolf

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Re: CT Map improvement
« Reply #10 on: August 07, 2009, 03:26:16 pm »
Ah man, it's horrible how much quality is lost when you try to reduce it to 256 colors. The PlayStation definitely should have been able to handle this kind of quality though. Hey, can RPGMaker handle it, I wonder?

GenesisOne

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Re: CT Map improvement
« Reply #11 on: August 07, 2009, 05:07:27 pm »

Despite the 16-bit limitations of the game itself, you did a pretty good job overall.

I offer you now this challenge: make Death Mountain Peak into a daytime scene with the same lighting adjustments you made to this first bit.  That to me would be an achievement in itself.

Chickenlump

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Re: CT Map improvement
« Reply #12 on: August 07, 2009, 05:26:38 pm »

Despite the 16-bit limitations of the game itself, you did a pretty good job overall.

I offer you now this challenge: make Death Mountain Peak into a daytime scene with the same lighting adjustments you made to this first bit.  That to me would be an achievement in itself.

Post the exact map you want me to modify, and I'll give it a go. :)
I would need to change the colors completely to reflect broad daylight, which should be interesting and fun. I only ask that you post the source material so I can get the right map, and the computer I work from cannot have TF or emulators on it as per request from a paranoid relative.

Dusk? Mid day? Morning?

Any other 'improvements' I do may not turn out as well as the first one, I'm still learning Photoshop and it's tools. and maps that are too large might throw me for a loop, that section of Crimson Echoes Singing Mountain was easy, it was pretty small, and I knew from the get-go that I wanted the bottom of the waterfall to be the source of the light, and at night.

Hell, if we were to mildly light-source the sprites, I could create one hell of a mock-up screenshot that could break some chrono-fan hearts, and hopefully embarrass SE a bit, or at least light a small creative fire under their inactive butts.  

Release to Digg or something... "What a real Chrono Trigger sequal could look like (or better) l if Square still cared about you."

The ol' guilt-them-into-action routine. Or would that be a bit much?

like the attatchment, only better menu, and shaded sprites from the DS version (with the new bars).
« Last Edit: August 07, 2009, 05:37:19 pm by Chickenlump »

V_Translanka

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Re: CT Map improvement
« Reply #13 on: August 07, 2009, 08:25:12 pm »
I wanna see if you could do somewhere (anywhere...maybe make it tough and have it inside Lavos) have Crono casting Luminaire with really harsh, dramatic lighting (obviously since Luminaire is like a giant ball of light)...

mav

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Re: CT Map improvement
« Reply #14 on: August 08, 2009, 02:09:01 am »
That's gorgeous! Very well done.