Eurekav2

Eurekav2

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oksnoop2
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Joined: 29 Aug 2009, 20:12

Eurekav2

Post by oksnoop2 »

First Conflict Terra Map is ready for testing.

I give you Eureka version 2.

Image

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http://code.google.com/p/conflictterra/ ... akechanges
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Beherith
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Re: Eurekav2

Post by Beherith »

Fits nicely with the CT visual style.
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Sucky_Lord
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Re: Eurekav2

Post by Sucky_Lord »

Give me a buzz if you need a tester, looks like a cool map :)
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oksnoop2
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Re: Eurekav2

Post by oksnoop2 »

Yeah i'm in the #ct channel and I'm normally free to play from 6pm-12am most days (GMT-5). So feel free to idle in the channel.
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Pxtl
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Re: Eurekav2

Post by Pxtl »

Very nice. Fits beautifully with CT's visual style, and looks good on its own. Can't wait to try it.
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Gota
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Re: Eurekav2

Post by Gota »

think you can add visible metal spots?That would rock.
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Pxtl
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Re: Eurekav2

Post by Pxtl »

Since CT is moving to a no-metal-patch econ, that would mean he'd either

a) Have to find some way to make their visibility a mapoption or somehow togglable by the mod, rather than baking them into the map texture

or

b) release (and maintain) two versions.
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oksnoop2
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Re: Eurekav2

Post by oksnoop2 »

There are a few reasons.
1. Texturing the map really killed my weak little pc's mobility graphics. Anything hand painted would of taken forever/been inaccurate due to the slowness.
2. The metal map might change and I did not want to redraw metal textures.
3. Not sure how to display metal textures with-in my art style.
4. Don't see why they are needed since they get highlighted anyway when you build a mex or press f4.
5. We might ditch metal extraction all together in ct.

I would consider doing some kind of map option if someone could teach me how.
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smoth
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Re: Eurekav2

Post by smoth »

Or the *a mods could write an efing widget so the mappers don't have to deal with this crap
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oksnoop2
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Re: Eurekav2

Post by oksnoop2 »

If someone shows me I'll do it. I mean it's not a big deal. I would really like to learn how do map lua so I could add stuff like fog, the ability to change the water level and metal output and stuff like that.
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Pxtl
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Re: Eurekav2

Post by Pxtl »

smoth wrote:Or the *a mods could write an efing widget so the mappers don't have to deal with this crap
That would break backwards compatibility with all the existing maps that already drop metal patches into the texture. It would be hideous to have those metal patches doubly highlighted.

The alternate approach would be some HUD-ish glowy thing instead of baking the metal into the texture. Like drawing a circle around each metal patch... which, to be honest, would be nice since some maps with visible metal aren't really that easy to see on.

This same gameplay exists in CA, Evo, and every other major mod except yours and KP (edit: my bad, I forgot 1944). All the maps they use show the metal on the texture, so they all can take it for granted that they always will.
Last edited by Pxtl on 08 Oct 2010, 21:18, edited 1 time in total.
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Neddie
Community Lead
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Re: Eurekav2

Post by Neddie »

Not exactly. Games which use the flag system (1944 and IW) don't necessarily place in conjunction with metal spots, we have a profile system that allows us to create custom flag placement maps.
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smoth
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Re: Eurekav2

Post by smoth »

doesn't matter. the *a devs could develop it and post it for mappers to use. LIKE hell will I go and develop it for them. Snoop should not have to either.

yes a glowy thing or even a clear down arrow(very doable) would all work but are they going to do it? NO.
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Gota
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Re: Eurekav2

Post by Gota »

smoth wrote:doesn't matter. the *a devs could develop it and post it for mappers to use. LIKE hell will I go and develop it for them. Snoop should not have to either.

yes a glowy thing or even a clear down arrow(very doable) would all work but are they going to do it? NO.
If actual texture no backwards compatability and all metal spots would be generic looking even though the maps would have drastically different terrain textures.
arrows/glowing crap Kills immersion.

There is absolutely no need for such a widget.
If a map has metal spots adding textures is easy and quick plus the mapper can make them look exactly as he wants.
Maps are maps and making a widget to place metal patches instead of the mapper making them is just doing something in a completely upside down way.

Image
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smoth
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Re: Eurekav2

Post by smoth »

No, having ZITS all over a map also breaks immersion. You just want all maps to be for *A. That is a bad reasoning.

In the future there will be more maps done for project specific designs. KP, Gundam, SWIW, S44 and now CT. IRL ore viens are not circular holes on the ground so to ME, it is a big WTF to see open holes on all the maps. You can argue this point all you want but this map is for CT. You want to see metal patches, then your mod developer can do it for you.

you want to talk about breaking immersion but such visual representation is entirely acceptable as part of the game interface. health bars, selction platters, team colors. All part of the UI. Arrows indicating the location of ore deposits. JUST as acceptable as health bars.

I don't see your SA project removing health bars and displaying hp based on levels of wreck texture. Nor do I see you replacing the selection squares. What about order que? LOS, or I don't know any other in game representation of something. you want to argue breaks immersion, I think you are just trying to force a visual style that you like.
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Gota
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Re: Eurekav2

Post by Gota »

Blablabla...
If you make a map with metal spots make texture for them so people can see.
Games like s44 excluded cause they have flags which fit the game perfectly.
I was asking about this map since the mod for which it was made uses metal spots and apparently has no way of indicating metal spots aside from when someone presses f4.
Being able to see metal spots only when u press f4 is very annoying inconvenient and cumbersome.

Healthbars and selection squares are a necessary evil,glowing arrows to indicate metal spots instead of a nice textures that fits the map is unnecessary and silly(i think in this mods case just solid colored blob like patches would fit great).
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Pxtl
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Re: Eurekav2

Post by Pxtl »

CT is moving away from metal spots.

There is no right answer. People get grumpy if you leave out the metal map. They get grumpy if you leave the metal patches invisible. And if you make them visible, then the map looks silly on metalless games like Gundam and (future) CT.

The best solution would be something Lua based splatting the metal texture onto the map unless ????? tells it not to. But damned if I know how to do that.
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Gota
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Re: Eurekav2

Post by Gota »

There is no need to share maps...not every map must fit every game..
You don't need a map for TA to fit s44/gundam,s44/gundam has its own maps that are meant precisely for it.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Eurekav2

Post by FLOZi »

Neddie wrote:Not exactly. Games which use the flag system (1944 and IW) don't necessarily place in conjunction with metal spots, we have a profile system that allows us to create custom flag placement maps.
But mainly. Also, F4 view is needed to see where to place your base at game start. I guess I should make some alternative to that! (Probably involves rewriting parts of flagHandler to happen in GamePreload)
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SanadaUjiosan
Conflict Terra Developer
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Re: Eurekav2

Post by SanadaUjiosan »

http://www.springfiles.com/show_file.php?id=2836

Version 4, only thing changed is that it now has the map lua to support starting rocks for Conflict Terra.
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