Mine and Lathans new maps: - Page 2

Mine and Lathans new maps:

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

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bamb
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Joined: 04 Apr 2006, 14:20

Post by bamb »

Forboding, I'm just a novice but I think the rock texture in your map needs adjustment. It looks a bit too "webby" atm.

Lathan's looks very good.

The whole winter thingy with cliffs and trees looks like an awesome theme.
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FizWizz
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Post by FizWizz »

I would agree somewhat. I'm not a L337-pr0 texturer, but there is something about the rock texture (the fissures/veins to be specific) that remove the suspension of disbelief.
Perhaps the veins are too contrasted with the light rock, or they are too prolific.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

me and lathan are using the same texture ;p

Meh it's not perfect, but it's also not worth a re-render imo. Besides, when you see it in game it is quite pretty. Spring has a bad habit of blurring the textures at any kind of distance on screenshots. When you see both maps in game you will be quite impressed I imagine.
Last edited by Forboding Angel on 11 Sep 2006, 19:20, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

they mean the rock texture
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

NOiZE wrote:they mean the rock texture
I'm aware of that. It's the same texture in both maps. Rendered in seperate programs.
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Buggi
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Post by Buggi »

Wow, amazing maps! You guys never stop amazing, can't wait to see what you create for SupCom :D
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Well, that's actually a point of contention with me...

I could go to supcom which will probably be really neat, however...

We have the new map format which is just plain sexy. Hopefully we'll have single player missions pretty soon, and a new gui, and EE can be made to be a very professional game.

I think I'll be sticking around simply because of and for EE.
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Buggi
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Post by Buggi »

The modablity of SupCom allows for the creation of entirelly new races, so EE can be moved to SupCom (with a bit of work). No reason to not use the engine.

To each his own.
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Tim Blokdijk
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Post by Tim Blokdijk »

Buggi wrote:The modablity of SupCom allows for the creation of entirelly new races, so EE can be moved to SupCom (with a bit of work). No reason to not use the engine.

To each his own.
I like Taylor's work but I have quite a few reasons not to use the engine.
Top of the list is the closed source thing, but not running on Linux (or Mac) is a large drawback to.
Not to mention that the SupCom community will be GpG's little brother that will never be independent to decide things for itself, GpG will always do that for them and GpG's will always have the money factor right on the top in there decision making process. I'm not saying Spring is paradise, there are a lot of growing pains the project is very jong (just a jear) but we moved mountains.
I believe Spring will continue to evolve, re-organise and grow, SupCom will be there until Taylor decides he likes a new challenge just like 9 years ago.
I'm not going to do that again, it's just to painful to see the best RTS game slowly getting overtaken by it's competitors because Cavedog died and with it it's ability to evolve.
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LathanStanley
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Post by LathanStanley »

Quanto042 wrote:Lathan, can vehicles and larger units knock over ur trees like they can with the standard ones??
YES, some burn, some crush, all can be destroyed and reclaimed
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LathanStanley
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Post by LathanStanley »

Forboding Angel wrote:
NOiZE wrote:they mean the rock texture
I'm aware of that. It's the same texture in both maps. Rendered in seperate programs.
I actually beefed the red/bown/oragne ALOT on mine in photoshop before I rendered it...

I beefed it a tad much, but it takes TOOOO much effort to re-render right now...

maybe for v2 when the transparancies are released and I finish the other crap for it... :P
mufdvr222
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Post by mufdvr222 »

Wonderfull map :lol:
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

The top one is gorgeous, except for the popsicle trees, which only really look odd closer up.

The bottom one looks good, except I don't much like the texture on the exposed rock of the cliffs, if you get me.
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chillaaa
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Post by chillaaa »

Warlord Zsinj wrote:if you get me.
No one gets you Zsinj ;)

Very snazzy maps gents. The top one appeals most to me.
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hrmph
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Post by hrmph »

chillaaa wrote: Very snazzy maps gents. The top one appeals most to me.
Agreed.. Definitely prefer the minor differences that make it look better.
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

I've already said this elsewhere, but the trees are hideous :?

Overall a very good map with very bad trees.
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Dragon45
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Post by Dragon45 »

If nothing else, I like the extreme detail in the map. Its sweet.
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LathanStanley
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Post by LathanStanley »

SwiftSpear wrote:I've already said this elsewhere, but the trees are hideous :?

Overall a very good map with very bad trees.
I'm working on making them "prettier" but expect a 20% loss in FPS...
thats what EXTRA polycount does.. :roll:


tradeoff if you ask me..

Newer trees in the works

Image

Image
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LathanStanley
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Post by LathanStanley »

hrmph wrote:
chillaaa wrote: Very snazzy maps gents. The top one appeals most to me.
Agreed.. Definitely prefer the minor differences that make it look better.
well guys, don't look down too much on forbodings... its bigger, and prolly a better gameplay... and he made his in MUCH MUCH less time, mine has taken prolly in the ballpark of 180 man hours...

his, less than 60...

frankly, I'd be HAPPY to be able to produce a map of his caliber in the time he can... my maps.. just take too damn long to do...
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Oh fark, I forgot to post the screenie of the new rock texture. Much better now. I'll add the trees and take screenies when I get home.
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