Aum 1.1

Aum 1.1

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

Aum 1.1

Post by The Yak »

Updated with fixed feature textures and minor detailtex tweaks:
Image

5-way FFA
Image
Download: http://springfiles.com/spring/spring-maps/aum

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Last edited by The Yak on 23 May 2014, 03:48, edited 1 time in total.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Aum

Post by Beherith »

I really like the map, excellent concept, but there are a few minor things I would change. Feel free to ignore any of them.

Also, the lighting seems a bit off to me, the shadows dont seem nearly deep enough, and there is a (massively propagated, since forever) typo in the .smd:
GroundAmbiantColor!=GroundAmbientColor
Units seem too dark on the map and the high-frequency noise from your red splat texture (grass) is a tad too much.

Code: Select all

	light.groundAmbientColor  = lightTable.GetFloat3("groundAmbientColor", float3(0.5f, 0.5f, 0.5f));
	light.groundSunColor      = lightTable.GetFloat3("groundDiffuseColor", float3(0.5f, 0.5f, 0.5f));
	light.groundSpecularColor = lightTable.GetFloat3("groundSpecularColor", float3(0.1f, 0.1f, 0.1f));
	light.groundShadowDensity = lightTable.GetFloat("groundShadowDensity", 0.8f);

	light.unitAmbientColor  = lightTable.GetFloat3("unitAmbientColor", float3(0.4f, 0.4f, 0.4f));
	light.unitSunColor      = lightTable.GetFloat3("unitDiffuseColor", float3(0.7f, 0.7f, 0.7f));
	light.unitSpecularColor = lightTable.GetFloat3("unitSpecularColor", light.unitSunColor);
	light.unitShadowDensity = lightTable.GetFloat("unitShadowDensity", 0.8f);

	light.specularExponent = lightTable.GetFloat("specularExponent", 100.0f);

	if (light.groundShadowDensity > 1.0 || light.groundShadowDensity < 0.0) {
		LOG_L(L_WARNING, "MapInfo.lua: Incorrect value \"groundShadowDensity=%f\"! Clamping to 0..1 range!!", light.groundShadowDensity);
		light.groundShadowDensity = Clamp(light.groundShadowDensity, 0.0f, 1.0f);
	}
	if (light.unitShadowDensity > 1.0 || light.unitShadowDensity < 0.0) {
		LOG_L(L_WARNING, "MapInfo.lua: Incorrect value \"unitShadowDensity=%f\"! Clamping to 0..1 range!!", light.unitShadowDensity);
		light.unitShadowDensity = Clamp(light.unitShadowDensity, 0.0f, 1.0f);
	}
Also, the diffuse texture 1 of the ferns and plants have alpha edge mipmapping artifacts (because of the black background).

I fixed them in photoshop:

http://beherith.eat-peet.net/stuff/fern_swordt.tga
http://beherith.eat-peet.net/stuff/wideleafplantt.tga
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Aum

Post by Silentwings »

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

Re: Aum

Post by The Yak »

Beherith wrote:I really like the map, excellent concept, but there are a few minor things I would change. Feel free to ignore any of them.

Also, the lighting seems a bit off to me, the shadows dont seem nearly deep enough, and there is a (massively propagated, since forever) typo in the .smd:
GroundAmbiantColor!=GroundAmbientColor
Units seem too dark on the map and the high-frequency noise from your red splat texture (grass) is a tad too much.

Also, the diffuse texture 1 of the ferns and plants have alpha edge mipmapping artifacts (because of the black background).

I fixed them in photoshop:

http://beherith.eat-peet.net/stuff/fern_swordt.tga
http://beherith.eat-peet.net/stuff/wideleafplantt.tga
Good feedback, ty for texture fixes it was on my to do list but in a low priority/maybe later sort of way.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Aum

Post by Anarchid »

I really love the dense tree formations, though they still feel a bit "detached" because of how the underlying texture doesn't change under the alleys.
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Aum 1.1

Post by The Yak »

updated
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