Going to be closing the book on desert valley.
Moderator: Moderators
Re: Going to be closing the book on desert valley.
removed the pavement. Removed the sand pits.
probably going to add some grassy or rocky outcroppings. I feel like it is a big pinstripe nightmare right now.
probably going to add some grassy or rocky outcroppings. I feel like it is a big pinstripe nightmare right now.
Re: Going to be closing the book on desert valley.
Desertification!
Looks good to me.
Looks good to me.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Going to be closing the book on desert valley.
I'm quite liking it.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Going to be closing the book on desert valley.
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.
Regardless, I habeeb it.
Re: Going to be closing the book on desert valley.
@pinstripes:
Try using simple displacement on the texture (needs 3 nodes)
Try using simple displacement on the texture (needs 3 nodes)
Re: Going to be closing the book on desert valley.
What do you think about the grass idea?
Re: Going to be closing the book on desert valley.
i suggest grey gravel patches instead of grass (possibly at the bases of the rock spars)
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Going to be closing the book on desert valley.
I think its fine, the most played maps all tend to have monotonous textures as it makes units more visible
Re: Going to be closing the book on desert valley.
Grass idea is great, you can use the following params to tweak it:
http://springrts.com/phpbb/viewtopic.php?f=56&t=23652
http://springrts.com/phpbb/viewtopic.php?f=56&t=23652
Re: Going to be closing the book on desert valley.
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:
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:
Re: Going to be closing the book on desert valley.
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.
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.
Re: Going to be closing the book on desert valley.
it would be less than the fuzz on a peach behe. What is the point of making grass that tall? IMO none.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Going to be closing the book on desert valley.
Tbh when zoomed out, grass/no grass makes a fairly big difference.smoth wrote:it would be less than the fuzz on a peach behe. What is the point of making grass that tall? IMO none.
Re: Going to be closing the book on desert valley.
You do understand that the grass would be extremely TINY right? We are not talking spring grass which is ~6feet tall in gundam scale.
Re: Going to be closing the book on desert valley.
Are all the exits from the "bays" with the start points equally (un)passable for vehicles?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Going to be closing the book on desert valley.
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!
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!
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Going to be closing the book on desert valley.
I request clumpings of bushes like the original DV. Those were great for hiding tanks under cover in evo.
Re: Going to be closing the book on desert valley.
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.
yeah, north is short 1 and that was with me skewing the metal center closer to it. I will fix that.
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: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...
Ok, no problem, spreading both sets out. keep in mind sw is a start point... but I guess you ba guys all do boxes?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!
not sure. let me do a con vehicle for you.dansan wrote:Are all the exits from the "bays" with the start points equally (un)passable for vehicles?
( click for larger )
forb:
( 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.