View topic - Going to be closing the book on desert valley.


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PostPosted: 22 Mar 2011, 15:41 
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Joined: 13 Jan 2005, 00:46
removed the pavement. Removed the sand pits.

Image

Image

probably going to add some grassy or rocky outcroppings. I feel like it is a big pinstripe nightmare right now.
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PostPosted: 22 Mar 2011, 18:16 
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Desertification!
Looks good to me.
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PostPosted: 23 Mar 2011, 04:22 
Evolution RTS Developer
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I'm quite liking it.
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PostPosted: 23 Mar 2011, 13:53 
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+1
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PostPosted: 23 Mar 2011, 17:00 
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I think that I'm going to miss the pits, but on the other hand it opens up more area for playability (however, the pits were a prime piece of real estate for all terrains in evo... A good attack avenue).

Regardless, I habeeb it.
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PostPosted: 28 Mar 2011, 16:12 
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@pinstripes:
Try using simple displacement on the texture (needs 3 nodes)
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PostPosted: 28 Mar 2011, 17:59 
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What do you think about the grass idea?
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PostPosted: 28 Mar 2011, 18:02 
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i suggest grey gravel patches instead of grass (possibly at the bases of the rock spars)
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PostPosted: 28 Mar 2011, 19:05 
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I think its fine, the most played maps all tend to have monotonous textures as it makes units more visible
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PostPosted: 28 Mar 2011, 19:36 
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Grass idea is great, you can use the following params to tweak it:
http://springrts.com/phpbb/viewtopic.php?f=56&t=23652
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PostPosted: 28 Mar 2011, 20:20 
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Gravel would make sense if this was scale closer to people. If you look at say the Arizona desert there is a sort of grassy turf. Something like that.

The spring grass is too large in relation to the gundam units it would be of neglegible size in gundam's scale(70+ ft tall units)

Patches that look kinda like this:Image
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PostPosted: 28 Mar 2011, 21:40 
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GrassBladeWidth
Specifies the width of each blade of grass. Defaults to 0.32 elmos

GrassBladeHeight
Specifies the length of each blade of grass. Defaults to 4 elmos.

GrassBladeAngle
Specifies the curvature of each blade of grass. Unit is radians, defaults to 1.57. 0 means completely straight blades of grass.
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PostPosted: 28 Mar 2011, 21:56 
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it would be less than the fuzz on a peach behe. What is the point of making grass that tall? IMO none.

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Image
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PostPosted: 29 Mar 2011, 16:47 
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smoth wrote:
it would be less than the fuzz on a peach behe. What is the point of making grass that tall? IMO none.


Tbh when zoomed out, grass/no grass makes a fairly big difference.
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PostPosted: 29 Mar 2011, 18:18 
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You do understand that the grass would be extremely TINY right? We are not talking spring grass which is ~6feet tall in gundam scale.
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PostPosted: 09 Oct 2011, 00:32 
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m-m-m-m-onster bump.. ok well maybe not that big but still:
Image
(metal spot graphics subject to change)

and the planned metal map
Image

Issues? raise them now, don't expect me to come back to this map a year later.
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PostPosted: 09 Oct 2011, 07:32 

Joined: 29 May 2010, 22:40
Are all the exits from the "bays" with the start points equally (un)passable for vehicles?
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PostPosted: 09 Oct 2011, 10:27 
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Taking a second look to it and It seems that SW (7 o'clock) has more metal than NE (cut the map in half and see for yourself. Im speaking about one extra 3 spot cluster for SW) Dunno though how much it affects on gameplay.

You could also consider scattering the center 4 spot cluster. It can become too hot-spot with so much metal; people will rush to it and one who owns it wins the game...

Edit: What Im basically saying is that spots near "center" or contested area should be scattered so that player who wins a battle or two wouldn't get too much advantage. So, Imo the 3 spot cluster in the utmost SE corner and the 4 spot cluster in the center should be scattered. This would make your map rule!
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PostPosted: 09 Oct 2011, 10:46 
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I request clumpings of bushes like the original DV. Those were great for hiding tanks under cover in evo.
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PostPosted: 09 Oct 2011, 17:08 
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SirArtturi wrote:
Taking a second look to it and It seems that SW (7 o'clock) has more metal than NE (cut the map in half and see for yourself. Im speaking about one extra 3 spot cluster for SW) Dunno though how much it affects on gameplay.

Image
yeah, north is short 1 and that was with me skewing the metal center closer to it. I will fix that.

SirArtturi wrote:
You could also consider scattering the center 4 spot cluster. It can become too hot-spot with so much metal; people will rush to it and one who owns it wins the game...
sure, but keep in mind this map is now a 24x24, I added 2 on all sides to help deal with the map edges issue. I can do that, no problem.

SirArtturi wrote:
Edit: What I'm basically saying is that spots near "center" or contested area should be scattered so that player who wins a battle or two wouldn't get too much advantage. So, Imo the 3 spot cluster in the utmost SE corner and the 4 spot cluster in the center should be scattered. This would make your map rule!

Ok, no problem, spreading both sets out. keep in mind sw is a start point... but I guess you ba guys all do boxes?

dansan wrote:
Are all the exits from the "bays" with the start points equally (un)passable for vehicles?
not sure. let me do a con vehicle for you.
Image
( click for larger )

forb:
Image
( click for gallery )

I need to add more wreckages but I am going to come back to this. If you want features for evo, let me know, I will add an evo config so your feature placer picks them up, otherwise, only gundam gets features.
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