[Duo updated to 2.1]Sapphire Shores

[Duo updated to 2.1]Sapphire Shores

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

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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

[Duo updated to 2.1]Sapphire Shores

Post by The Yak »

Beach Invasion Beta:
Image

Sapphire Shores v2.1:
Image

Image

Image

Image

Image

V2.1 changes:

- New Skybox
- Crystal metal value divided by 10
- Default hardness 175 > 200
- Fixed upside down typemap

V2.0 Changes:

- New Texture
- Smoother heightmap (uses lowpass now)
- Improved specular lighting
- New splat mapping, detail texes, new detail tex when /advmapshading off
- Crystal features
- Better atmosphere and lighting conditions
- Reduced wind from 10-25 to 10-20 (to compensate somewhat for crystals)
- Typemapped different areas of hardness (ground, crystal, rock), default hardness 150 > 175

Made by: The Yak
Based from BeachInvasionBeta by 123v
Sapphire Crystals: Recolored Tiberium crystals by Lathan

Made with World Machine, GIMP, Notepad++, SpringMapEdit, FilterForge

Inspired by some childhood memories of an old game.

Get it here: http://springfiles.com/spring/spring-ma ... ire-shores

Also dry version!
Image

SS Dry download: http://springfiles.com/spring/spring-ma ... shores-dry

Duo now updated to 2.1:

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SS Duo download: http://springfiles.com/spring/spring-ma ... shores-duo
Last edited by The Yak on 04 Jul 2013, 00:53, edited 4 times in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Sapphire Shores Beta 0.1

Post by smoth »

nice, reminds me of shore to shore, does it have a wet/dry map option?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Sapphire Shores Beta 0.1

Post by Forboding Angel »

Really like what you've done with the place. Take good care with your splatting. Atm it is bland because no ssmf, but your splats will define whether it is meh, or omfgthat'ssweet! :-)
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Sapphire Shores Beta 0.1

Post by The Yak »

Thanks, I've tried to make dry versions of my maps before, but Spring seems to crash on generating water whenever I set water level on my maps below ground level. I just tried and it also seems to happen to SapphireShores. This is only with bumpwater enabled to clarify, also see here: http://springrts.com/phpbb/viewtopic.php?f=13&t=28724

I can just disable bumpwater to get it to load like beherith suggested, but that doesn't really help anyone who has bumpwater enabled by default for playing spring games as they would just see a silent crash to desktop and assume it's all the map.

In other news, map is now available in double size!

Image

http://springfiles.com/spring/spring-ma ... s-duo-beta
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Sapphire Shores Beta 0.1

Post by Anarchid »

What do you use to set the water level?

(also, is that blue water simply cyan enough, or did you paint the seabed like some maps have it?)
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Sapphire Shores Beta 0.1

Post by The Yak »

Water level was just done with min and max height in .smd file.

Bottom is just sand colored same as the beaches, that particular screenshot is with reflective water.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Sapphire Shores Beta 0.1

Post by Forboding Angel »

Use ssmf -_-
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Sapphire Shores Beta 0.1

Post by Silentwings »

Very pretty, I like it :)
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Sapphire Shores Beta 0.1

Post by The Yak »

new texture, high-res preview:
Image
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Sapphire Shores Beta 0.1

Post by CarRepairer »

Beautiful. It will be a shame to blow it to bits.
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Sapphire Shores Beta 0.1

Post by Silentwings »

No, blowing it to bits will be beautiful too.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Sapphire Shores Beta 0.1

Post by Forboding Angel »

Holy tits O_O

My balls! They hurt! <3
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: [V2 Now Released]Sapphire Shores

Post by The Yak »

V2 Released
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: [V2.1 Update]Sapphire Shores

Post by The Yak »

V2.1 Update, fixes include a /10 reduction in crystal metal value, increase in hardness, fixed typemap. Also new skybox.
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: Sapphire Shores Beta 0.1

Post by zwzsg »

The Yak wrote:Spring seems to crash on generating water whenever I set water level on my maps below ground level.

I can just disable bumpwater to get it to load like beherith suggested, but that doesn't really help anyone who has bumpwater enabled by default for playing spring games as they would just see a silent crash to desktop and assume it's all the map.
You could try having the map do a Spring.SetConfigInt("ReflectiveWater",0,true) very early when dry, but I totally understand you wouldn't want to include such hacks in your map to workaround engine bugs.
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: [V2.1 Update]Sapphire Shores

Post by The Yak »

V2.1 Dry Edition actually has water set below ground level, it still crashes on startup for me with bump water but I've got other people to test it with bump water and seems to work fine for them. The problem appears to be local anyways, don't know why it only seems to happen on my maps.
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: [V2.1 Update]Sapphire Shores

Post by zwzsg »

Such crashes are very dependent on your graphic card hardware and driver.
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KingRaptor
Zero-K Developer
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Joined: 14 Mar 2007, 03:44

Re: [V2.1 Update]Sapphire Shores

Post by KingRaptor »

For the bumpwater bug, it might be helpful to submit crash reports (especially with a debug build) to 0003857: Bumpwater causes access violation on some maps.
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: [V2.1 Update]Sapphire Shores

Post by The Yak »

KingRaptor wrote:For the bumpwater bug, it might be helpful to submit crash reports (especially with a debug build) to 0003857: Bumpwater causes access violation on some maps.
I downgraded my catalyst drivers and got bump water working normally again, though the access violation will still happen if bumpwater goes below visible level. I'll try and get more useful infolog(s) on that.

Duo now updated to V2.1, see first post for download.

Image
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