.: New Map :. Tikal Road - Page 2

.: New Map :. Tikal Road

All map release threads should be posted here

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How is Tikal Road?

Omg, Hawt Secks! O_o;;
12
52%
Tis an improvement over recent offerings.
1
4%
Unbalanced! :P
1
4%
Made of Fail >_<
9
39%
 
Total votes: 23

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .: New Map :. Tikal Road

Post by Gota »

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.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: .: New Map :. Tikal Road

Post by ZellSF »

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.
What alternative universe do you live in? Small Supreme isn't played much, neither is Tabula, DeltaSiege or Crossing really.

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.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: .: New Map :. Tikal Road

Post by zwzsg »

Everybody stand still, this is a rezz! This map does not work under new Spring (77b5):
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. ; "
I believe the description contains some special characters which are confusing the parser.

Arguably, this could be considered a bug on Spring's side, not map's side.
User avatar
Aqo
Posts: 24
Joined: 18 Oct 2008, 02:23

Re: .: New Map :. Tikal Road

Post by Aqo »

ZellSF wrote:Not to mention the moon/comet maps, grey, grey and more grey.
Some people really like the grey :p

It looks great on your minimap when you press L and ;
BlueFrost
Posts: 22
Joined: 23 Aug 2008, 02:57

Re: .: New Map :. Tikal Road

Post by BlueFrost »

lol i remember when me and quanto tested this way long before he posted it. lol but it plays fine.
BlueFrost
Posts: 22
Joined: 23 Aug 2008, 02:57

Re: .: New Map :. Tikal Road

Post by BlueFrost »

lol i remember when me and quanto tested this way long before he posted it. lol but it plays fine.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: .: New Map :. Tikal Road

Post by REVENGE »

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.
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: .: New Map :. Tikal Road

Post by Quanto042 »

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. :evil:
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: .: New Map :. Tikal Road

Post by hunterw »

some ppl just dont have eyes for aesthetics
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