View topic - Updated - Trefoil v2



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 Post subject: Updated - Trefoil v2
PostPosted: 24 May 2012, 02:57 
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Joined: 02 Dec 2011, 22:31
Location: North Dakota, US
Should work in Springlobby now (isn't inverted). I also added grass, snow/rain, and detail normal map, also included features.



refer to Forboding's post below for screens
and http://springfiles.com/spring/spring-maps/trefoilv2 for downloads


Last edited by Funkencool on 24 Jul 2012, 00:07, edited 2 times in total.

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PostPosted: 24 May 2012, 05:31 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
that is a whole lot of surrounding water. Seems like it needs something on the fringe or it is just wasted space and you may as well crop the goodies in the middle. textures arent bad, but the very center looks so flat it looks like a sunken land swamp. Hills are nice to hide units behind from arty.


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PostPosted: 24 May 2012, 05:58 
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Joined: 02 Dec 2011, 22:31
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hey thanks for the reply, and on the water that picture is a little deceiving
Image


and I actually made the middle flat so land units could access the middle but not the bigger ships, like the map Tropical. However, I didn't notice how flat it was until I took the screens so I'm definitely going to increase the height range.

Image


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PostPosted: 24 May 2012, 11:22 
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Joined: 05 Aug 2009, 19:42
should've made it on the 1 year after fukushima day


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PostPosted: 24 May 2012, 12:45 
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Nice stuff man, good work on the texture, though I highly recommend trying carrara for that.


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PostPosted: 24 May 2012, 15:59 

Joined: 09 Sep 2007, 20:05
gajop wrote:
should've made it on the 1 year after fukushima day

maybe add the lava tide gadget for kicks, eh?


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PostPosted: 24 May 2012, 16:04 
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The rocks are a bit too dark, maybe make then a little bit tan? It is a good idea, the water around the edges allows for sea bombardment to the rear.


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PostPosted: 24 May 2012, 19:03 
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Joined: 17 Sep 2010, 14:49
If you want a lot of open water (which is cool), why not have it at the top and bottom too and not just on left/right?


Edit: nvm, was just going off that first pic, now noticed it's got 16x16 dimensions so it's not narrow like that.


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PostPosted: 04 Jun 2012, 13:48 
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Joined: 02 Dec 2011, 22:31
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Any ideas why this is happening?
Image
(I'm using the dawn map option in the shot)
Certain units (commander, amphibious, etc.) seem to disappear under water, while other units (non-amphibious k-bot, and a factory) appear fine.
I'm using jK's blueprint map now and I didnt seem to have this problem before with a stock smd, so I'm thinking it might be something in the water options I messed with.

edit:
Beherith wrote:
Nice stuff man, good work on the texture, though I highly recommend trying carrara for that.

I'd like to try carrara out (especially after seeing some of your and forbodings maps made with it) but I'm already starting to understand l3dt enough that I'm not sure I want to learn a whole other bag of tricks.
smoth wrote:
The rocks are a bit too dark, maybe make then a little bit tan? It is a good idea, the water around the edges allows for sea bombardment to the rear.

yea It seems like a lot of maps go for a tanish look but I'm going for something more like below, with a greyish stone look to it. Tho I admit it might lacking a bit too much color.
Image


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PostPosted: 23 Jun 2012, 12:28 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
It's gorgeous. But needs one more tweak, fogstart should be 0.7

I'd get a warm fuzzy if it had grass on it.

Image

Image

Image

Image

Image

Also, L3DT is amazing. Don't let anyone tell you otherwise.


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PostPosted: 30 Jun 2012, 04:02 
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Joined: 02 Dec 2011, 22:31
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Forboding Angel wrote:
It's gorgeous. But needs one more tweak, fogstart should be 0.7

I'd get a warm fuzzy if it had grass on it.

Also, L3DT is amazing. Don't let anyone tell you otherwise.


Thank's I'm glad it turned out as good as it did, and I'll make sure to make that tweak. I couldn't seem to get the grass right at first(it didn't help that I always play with grass off so I didn't put much thought into it), but I'll try getting it looking good and in there for the next version also.

p.s. awesome screens, I'm working on getting my friends to start playing some Evo with me and those didn't hurt my cause at all.


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 Post subject: Re: New Map - Trefoil v1
PostPosted: 02 Jul 2012, 07:44 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Hehe nice :-)

Lemmie know of any feedback they have on it.


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 Post subject: Re: Updated - Trefoil v2
PostPosted: 24 Jul 2012, 00:10 
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Joined: 02 Dec 2011, 22:31
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Updated so it should work in Springlobby now (isn't inverted). I also added grass, snow/rain, and detail normal map and got rid of dependencies.

also set fogstart to 0.7


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