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 Exodus Campaign Dev (Need Spriters) 
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Post Exodus Campaign Dev (Need Spriters)
I am making a sequel to my campaign "exodus".

If you haven't tried or bet it here is the story.

You play as Gordon. He is a ronin that was caught 5 years ago with his good friend Dimitri. Dimitri escaped his cell and used the ventilation systems between the cells to free other ronins. Gordon escapes his prison section with his trusty crowbar and meet Dimitri on the other side. He says that Gordon needs to destroy the "practically" undefended generator in the sewers to shutoff the prisons strongest defenses.

Image

Image
(There is swimable water in this map)

Image

This campaign was in the start a smaller project (the reason why each map is so short) so there are not that much "eye candy" and interesting places to see.

Link to Exodus:
http://forums.datarealms.com/viewtopic.php?f=24&t=19003

I am not a good spriter myself and i could really use some help.


The first map in Ep2 is going to take place in the sewers. The mission is quite big (11234 * 2099) and that is because you'll use the manta as an enterable vehicle.


The manta is a small, fast and agile vehicle that can hover above water. It can also pancake people by jumping and then invert the rotors to smash the foe from above. I have made the manta and numgun have provided me sprites.

Image
Image of the manta and the other things from Phoenix mod (This is the picture of the upcoming update to the phoenix mod)


What i request is:

A fuel tank (handheld)
Image Done

Piles of Junk (not just gibs but also things like old food and buckets and such) both a FG and a BG version (BG is highest priority though)
(should be about 100 pixels wide and 30 pixels tall)

Old metal panels.
Like these.
Image
(Make them like curved hops that are about 300 pixels wide and 150 pixels tall)

Planks that points into the third dimension (a bit hard to explain), because i want something that you drive into and break (i can make the gibs if necessary). These will be used to "block" some of the pipe ends. Don't need it anylonger (decided to construct the map different so they were unnecessary)

Some good old sewer pipes like these.
Image
Two versions. One were the empty space is 48 pixels tall (the sides should be about 10 pixels wide) and a version were the empty space is about 192 pixels tall (and sides should be about 20 pixels wide. This version is highest priority) Done since i am nearly finished anyway and i don't want to reconstruct all the missions

Help is really appreciated.


Last edited by akblabla on Wed Jul 07, 2010 9:39 am, edited 3 times in total.



Tue Jun 29, 2010 3:57 pm
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Joined: Tue Mar 10, 2009 7:16 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
About the fuel tank, do you want an original one, or a more classical one.
And what size would it be, like a bomb ?
A big grenade ?
I will try to do my best.


Tue Jun 29, 2010 5:14 pm
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
For the fuel tank, I assume he wants something like this:
Image
I could easily be wrong though, but that seems most likely.


Tue Jun 29, 2010 5:16 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
Quote:
For the fuel tank, I assume he wants something like this:


Exactly what i meant. Added a picture myself.


Tue Jun 29, 2010 5:19 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
PROTIP: It's called a Jerry Can.


Tue Jun 29, 2010 5:30 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
Image
Have a jerrycan.


Tue Jun 29, 2010 7:38 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: Exodus Campaign Dev (Need Spriters)
Made one for my L4D mod, and never used it. Have at it. You can also use the propane and oxygen tanks if you want.

Oh, ninja'd. Well, looks like you'll need to decide how much fuel you need.

for the sewer pipes, do you want it sideways, where you could crawl/drive down it's length?


Attachments:
NoFuseExplosives.bmp [1.9 KiB]
Not downloaded yet
Tue Jun 29, 2010 7:40 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
Quote:
Made one for my L4D mod, and never used it. Have at it. You can also use the propane and oxygen tanks if you want.

Oh, ninja'd. Well, looks like you'll need to decide how much fuel you need.

for the sewer pipes, do you want it sideways, where you could crawl/drive down it's length?


Thanks man. The jerry can looks awesome and the other might be handy for explosive goodies later on.

The sewer pipes should be horizontal. I don't need any vertical pipes.


Tue Jun 29, 2010 7:58 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
Well, I started, but then I remembered that I hate spriting bunker modules, especially without access to photoshop.

Criticize it, and then if I pick it up again, or if someone else takes it from here, or starts their own, they'll have better reference to go off of.
It kinda lacks detail, I'm thinking cracks and ♥♥♥♥ smears would liven it up a bit.
And of course, end pieces with different shading and the details of the ends of sewer pipes would be necessary.


Attachments:
File comment: Pieces to the left, assembled on the right, showing what 4 together with some of the roof dug out would look like on the bottom.
MAT file not included since that's on a separate pallet.

sewertunnels.bmp [26.72 KiB]
Not downloaded yet
Tue Jun 29, 2010 9:20 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
I'm extremely unreliable and don't have much time, but I'm told that I'm good at pixel art.

(I excel at editing images to make them look spiffier and shinier.)


Azukki: It should get brighter as it approaches the edges, not the middle.
Trust me, or at least try it.


Tue Jun 29, 2010 9:29 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
Image
May I disagree?


Tue Jun 29, 2010 9:34 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
My, that looks bad.
Still, I think it would look better if it wasn't just switched like that, it would need some editing.

I'll see if I can cook up an example, but it could look just as bad anyway.


Tue Jun 29, 2010 11:58 pm
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Post Re: Exodus Campaign Dev (Need Spriters)
Well, that was supposed to be decently deep into the tube, where there aren't really any light sources to go off of.
In the inside of a tube, ambient light would reflect best off of the inner surface of the tube farthest from you. So I still think I had it right.

I think the problem was that I had way too much contrast. And my color ramp or whatever was mostly linear, which would indicate a hexagonal tube.


Wed Jun 30, 2010 12:38 am
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Post Re: Exodus Campaign Dev (Need Spriters)
Yeah, well, I was just going off of the idea that no light source existed so closer = brighter.


Wed Jun 30, 2010 12:55 am
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Post Re: Exodus Campaign Dev (Need Spriters)
I think that only works on a longer scale... lizard's inversion, if you look at it from that mindset, made it look like it was a really deep flat module; as if the floor and ceiling both extended all the way to the horizon, which would be in the middle.

I think having it my way makes more sense and looks better for such a low depth tube.
But whatever the case, it definitely needs less contrast, and way more excrement. And a progressive gradient. (the darker the shade, the shorter the stripe)


Wed Jun 30, 2010 1:08 am
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