Going to be closing the book on desert valley. - Page 2

Going to be closing the book on desert valley.

Discuss maps & map creation - from concept to execution to the ever elusive release.

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smoth
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Joined: 13 Jan 2005, 00:46

Re: Going to be closing the book on desert valley.

Post by smoth »

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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oksnoop2
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Re: Going to be closing the book on desert valley.

Post by oksnoop2 »

Desertification!
Looks good to me.
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Forboding Angel
Evolution RTS Developer
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Re: Going to be closing the book on desert valley.

Post by Forboding Angel »

I'm quite liking it.
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AF
AI Developer
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Re: Going to be closing the book on desert valley.

Post by AF »

+1
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Forboding Angel
Evolution RTS Developer
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Re: Going to be closing the book on desert valley.

Post by Forboding Angel »

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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Beherith
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Re: Going to be closing the book on desert valley.

Post by Beherith »

@pinstripes:
Try using simple displacement on the texture (needs 3 nodes)
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smoth
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Re: Going to be closing the book on desert valley.

Post by smoth »

What do you think about the grass idea?
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KaiserJ
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Re: Going to be closing the book on desert valley.

Post by KaiserJ »

i suggest grey gravel patches instead of grass (possibly at the bases of the rock spars)
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1v0ry_k1ng
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Re: Going to be closing the book on desert valley.

Post by 1v0ry_k1ng »

I think its fine, the most played maps all tend to have monotonous textures as it makes units more visible
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Beherith
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Re: Going to be closing the book on desert valley.

Post by Beherith »

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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smoth
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Re: Going to be closing the book on desert valley.

Post by smoth »

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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Beherith
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Re: Going to be closing the book on desert valley.

Post by Beherith »

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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smoth
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Re: Going to be closing the book on desert valley.

Post by smoth »

it would be less than the fuzz on a peach behe. What is the point of making grass that tall? IMO none.

Image

Image
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Forboding Angel
Evolution RTS Developer
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Re: Going to be closing the book on desert valley.

Post by Forboding Angel »

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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smoth
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Re: Going to be closing the book on desert valley.

Post by smoth »

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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smoth
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Re: Going to be closing the book on desert valley.

Post by smoth »

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.
dansan
Server Owner & Developer
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Re: Going to be closing the book on desert valley.

Post by dansan »

Are all the exits from the "bays" with the start points equally (un)passable for vehicles?
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SirArtturi
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Re: Going to be closing the book on desert valley.

Post by SirArtturi »

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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Forboding Angel
Evolution RTS Developer
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Re: Going to be closing the book on desert valley.

Post by Forboding Angel »

I request clumpings of bushes like the original DV. Those were great for hiding tanks under cover in evo.
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smoth
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Re: Going to be closing the book on desert valley.

Post by smoth »

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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