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 Post subject: Tartarus
PostPosted: 29 Jan 2008, 05:52 
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MAP IS DONE.
1v1 map by Saktoth and Basic.
Link:
**Edited** 5/2/08
http://www.unknown-files.net/spring/4035/Tartarusv7/

for screens press the link!


Last edited by Gota on 05 Feb 2008, 18:01, edited 4 times in total.

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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 06:32 
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Joined: 28 Nov 2006, 13:22
That last image is FRICKING AWESOME and i have just the texture you need (its a default bryce one lol, so easy).


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 07:09 
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Well that can be the texture on flats but on slopes i was thinking something like this :
Image

and is it possible to make it so that they dont blend into each other like on some maps iv seen cause that look horrible..
I bet the problem with metging to textures on one map is the parts they meet in...what are the posible solutions?


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 07:11 
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That last image appears to be a tiling texture... IE, there's no reason you couldn't use it directly as is.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 07:36 
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Joined: 28 Nov 2006, 13:22
SwiftSpear wrote:
That last image appears to be a tiling texture... IE, there's no reason you couldn't use it directly as is.

I might have to forgo the bryce and do this in photoshop. :D


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 07:49 
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Joined: 28 Nov 2006, 13:22
On the gameplay of the map, for a 1v1 and for most maps in general, you want a nice, good, solid gameplay flow, with directions to push in and areas to contest, defensible points and flatlands etc.

You have a few defensible points, some interesting terrain, but only really one metal path, curving into the middle. If you push your com along here it becomes comwars in the centre (And if you dont, you lose those spots!) though i assume that hole is large enough to prevent you just camping all those middle mexes. The only other choice than to push com/cons into the middle is the 'special' spot (on the flats, which is only 1 mex to cap/defend, and the 'gimmick' spots on the hills. As general advice, id really avoid gimmick spots like that.

What can cap them? Air? In CA, Venoms? In CA arm would be mandatory on this map and it would be flea/venon wars for those hills and once they are capped, they wont change hands. I dont know, this might be interesting- but you've kind of weighed the metal a bit heavily in those spots.

The 'special' spots on the side hills give 28 metal in total, as much as -all- the regular spots on the ground together.

The kbot only spots give 12, which is a significant amount. The combined metal of all the regular spots + special spots vs the ones on the hills- the hills actually have more metal, by about 6-7.

Thats kinda excessive for 'gimmick spots'. I dont even know that the kbot spots need so much metal- just having kbot-only ridges is an advantage to kbots (Though this depends on if its BA or CA, CA kbots are more competitive on flat terrain, so rely less on ridges for viability).

Other than that looks kinda interesting, but id have to play it.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 08:45 
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Damn.
Iv been trying to add a new texture for the water cause it needs to be lava but after tweaking the smd file adding the new texture name i am not sure where and how i need to add the new lava texture so it replaces the default one.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 08:48 
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[WATER]
{
water stuff
WaterTexture=[filename].jpg;
}


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 08:51 
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Yes i know i tweaked the smd.
But how do i add the water texture file itself..when the map complies.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 08:53 
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You put it in /maps


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 09:04 
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Im compiling using tasmapmaker.
can i just unrar the compiled map and add the texture ? than rar it back and rename back to sd7? cause i tried that and it wont work.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 09:11 
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OK.
did it nvm.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 09:21 
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Yes, welcome to tiling. Any very distinctive texture like the lava one you posted will look shit awful when used as a main texture due to how repetitive it looks tiling over and over.

(if that's what you are asking, your question isn't partucularly coherant)


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 09:22 
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Shit now i have another problem.It resizes the texture making it smaller which one bigger areas looks very repetetive.
yeah..thing is that it resizes the texture.. the texture is big enough to not look repetitive but it resizes it.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 09:37 
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can i somehow tell it to not resize the texture?


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 12:24 
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Image

To let everyone know how this is progressing...


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 12:26 
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H o l y F u c k

Forget emmanuel, fuck in THIS.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 12:36 
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Yeah saktoth is doing a great job in the texture department.
Back to my question!!! why is my water texture gets resized!!!it is a 500x500 texture and the map is about 4kx4k.
The middle pit should be at least half covered by it without repeating..Yet it resizes the texture and i get a few tens of repetitions on the pit,that of course looks butt ugly.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 14:16 
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It's hardcoded to do that gota.

Set voidwater to 1, and use that texture on the actual map.


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 Post subject: Re: new map
PostPosted: 29 Jan 2008, 14:20 
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Hard coded? Ugh yuck. Mappers should at least be able to set their own scale for the water surely.

Oh well, as you can see, there is lava on the map texture so thats what we've decided to do, as sexy as that above texture is.


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