Oo
besides speedmetal most played maps are deltasiege series and small supreme battle series,aslo tabula in all of its veriants.crossing..
They are all nice to look at.
1v1 maps are mostly nice looking maps as well.
.: New Map :. Tikal Road
Moderator: Moderators
Re: .: New Map :. Tikal Road
What alternative universe do you live in? Small Supreme isn't played much, neither is Tabula, DeltaSiege or Crossing really.Gota wrote:Oo
besides speedmetal most played maps are deltasiege series and small supreme battle series,aslo tabula in all of its veriants.crossing..
They are all nice to look at.
1v1 maps are mostly nice looking maps as well.
Altored_Divide, DeltaSiegeDry, SpeedMetal, Greenfields.
That's your top four maps right there All if them have horrible color schemes and generally look horrible in other areas too.
Not to mention the moon/comet maps, grey, grey and more grey.
Re: .: New Map :. Tikal Road
Everybody stand still, this is a rezz! This map does not work under new Spring (77b5):
Arguably, this could be considered a bug on Spring's side, not map's side.
I believe the description contains some special characters which are confusing the parser.Spring.exe wrote:Using script script.txt
using configuration source "Software\SJ\Spring"
OS: Microsoft Windows 2000 Professional Service Pack 4 (build 2195)
Hardware: AMD Athlon(tm) 64 X2 Dual Core Processor 4200+; 2047MB RAM, 3939MB pagefile
Using read-write data directory: R:\moar_gaem\TASpring\Spring77b5\
Scanning: R:\moar_gaem\TASpring\Spring77b5\maps
Scanning: R:\moar_gaem\TASpring\Spring77b5\base
Scanning: R:\moar_gaem\TASpring\Spring77b5\mods
Video mode set to 1280 x 1024 / 16 bit
[ 0] SDL: 1.2.10
[ 0] GL: 2.0.5646 Win2000 Release
[ 0] GL: ATI Technologies Inc.
[ 0] GL: Radeon X1900 Series x86/MMX/3DNow!/SSE2
[ 0] GLEW: 1.4.0
[ 0] Connecting to local server using number 0
[ 0] error = 2, maphelper/mapinfo.lua, [string "maphelper/parse_tdf_map.lua"]:142: Error parsing maps/Tikal_Road-V1.smd: [string "maphelper/parse_tdf.lua"]:58: could not find key (line 3) " Description=Tikal Road - As discussed in this Thread: http://spring.clan-sy.com/phpbb/viewforum.php?f=13. Features by these talented individuals; Smoth, Lathan Stanley, & aGorm. Skybox by Smoth. Heightmap, Texturemap, & Climate by Quanto. ; "
[ 0] error = 2, maphelper/mapinfo.lua, [string "maphelper/parse_tdf_map.lua"]:142: Error parsing maps/Tikal_Road-V1.smd: [string "maphelper/parse_tdf.lua"]:58: could not find key (line 3) " Description=Tikal Road - As discussed in this Thread: http://spring.clan-sy.com/phpbb/viewforum.php?f=13. Features by these talented individuals; Smoth, Lathan Stanley, & aGorm. Skybox by Smoth. Heightmap, Texturemap, & Climate by Quanto. ; "
[ 0] Content error: [string "maphelper/parse_tdf_map.lua"]:142: Error parsing maps/Tikal_Road-V1.smd: [string "maphelper/parse_tdf.lua"]:58: could not find key (line 3) " Description=Tikal Road - As discussed in this Thread: http://spring.clan-sy.com/phpbb/viewforum.php?f=13. Features by these talented individuals; Smoth, Lathan Stanley, & aGorm. Skybox by Smoth. Heightmap, Texturemap, & Climate by Quanto. ; "
Arguably, this could be considered a bug on Spring's side, not map's side.
Re: .: New Map :. Tikal Road
Some people really like the grey :pZellSF wrote:Not to mention the moon/comet maps, grey, grey and more grey.
It looks great on your minimap when you press L and ;
Re: .: New Map :. Tikal Road
lol i remember when me and quanto tested this way long before he posted it. lol but it plays fine.
Re: .: New Map :. Tikal Road
lol i remember when me and quanto tested this way long before he posted it. lol but it plays fine.
Re: .: New Map :. Tikal Road
lol double post lol
Quant, ever going to update the texture? Layout is pretty nice, but texture really puts me off when I consider to play it.
Quant, ever going to update the texture? Layout is pretty nice, but texture really puts me off when I consider to play it.
Re: .: New Map :. Tikal Road
I still fail to understand why you guys insist that the texture sucks.
Seriously, I don't get it. The hills are clearly defined, there is a clear and crisp shadowmap, and it follows a consistant theme. The real flaw I've always seen in it has been the features I used, which I've already modified.
Is it seriously because the grass is that "off-green" color? If so that isn't a good enough reason for me to spend another 8 hours redoing a texture just cause its not the same shade of green as all the other maps out there.
Seriously, I don't get it. The hills are clearly defined, there is a clear and crisp shadowmap, and it follows a consistant theme. The real flaw I've always seen in it has been the features I used, which I've already modified.
Is it seriously because the grass is that "off-green" color? If so that isn't a good enough reason for me to spend another 8 hours redoing a texture just cause its not the same shade of green as all the other maps out there.
Re: .: New Map :. Tikal Road
some ppl just dont have eyes for aesthetics