New map: Levels

New map: Levels

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tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

New map: Levels

Post by tinnut »

Such an original name eh? :P

Probably best as 3v3 up to 5v5, north vs south. The map is made up of three distinct levels and a mountain.

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The map has features (trees and rocks), but for some reason when I play in a Windowed mode then often don't show up. This is normally not a problem for me as I only "play" in that mode for screen shots ;)

Download from FileFront

Edit: Updated URL with fixed version of map (fixed slow loading times)
Last edited by tinnut on 20 Feb 2008, 21:30, edited 1 time in total.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map: Levels

Post by smoth »

neat map, I'd play it.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: New map: Levels

Post by NOiZE »

Nice map, only the starting positions are a bit weird imo.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Re: New map: Levels

Post by genblood »

It's a nice map ... :-)

Looking forward to playing a few games on-line
with it ..
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: New map: Levels

Post by tinnut »

Thanks for your positive feedback guys :-)

I forgot to thank LathanStanley for making publicly available his set of features, of which I used a few of the rocks.

The height map was made with The GIMP and the texture with Povray.
Nettogrof
Posts: 9
Joined: 25 Dec 2007, 12:36

Re: New map: Levels

Post by Nettogrof »

Couldn't play it as the map took way too long to load for everyone (too many players quit) and when it finally loaded it was deemed rather dark in colouring before we decided to change another map.
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: New map: Levels

Post by tinnut »

Thanks for that info Nettogrof.

I think that the number features I have is slowing the loading of the map. I'll try a few things and see if I can make it faster.

I'll also look at how dark it is.
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: New map: Levels

Post by ralphie »

It's possible you made your 7z as "solid". That completely borks loading times.
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: New map: Levels

Post by tinnut »

Thanks ralphie, that seems to have been the problem.

I re-compressed and made sure it wasn't a solid archive and the loading times are much faster.

I'll upload the fixed version later today when I get the chance.
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: New map: Levels

Post by tinnut »

I've updated the version of the map on filefront so that it loads in normal times:

http://files.filefront.com/Levelssd7/;9 ... einfo.html

My apologies to anyone who downloaded the original version :oops:
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Re: New map: Levels

Post by Decimator »

Ok, did you change the internal file names? If you don't make it levels_v2 or something like that, there will be nothing but grief when people try to play it.
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: New map: Levels

Post by tinnut »

Thanks for the advice Decimator.

So I'd need to recompile it in mapconv with a new name as well as giving the sd7 file a new name? I'm afraid that I didn't do this, but I'll do that tonight and remove the current download until I do.

Thankfully no-one has downloaded it since I put up the updated version.
Nettogrof
Posts: 9
Joined: 25 Dec 2007, 12:36

Re: New map: Levels

Post by Nettogrof »

Uhh... someone did download :-)
I just overwrote the older version and it loaded nice and fast.
Still a little dark appearance though. Makes a tad hard to discern the levels.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New map: Levels

Post by SirArtturi »

What program u used making textures ? And what compiler. Map looks really nice, id like to know how you made the textures...
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: New map: Levels

Post by tinnut »

I've uploaded a "fixed" version (fixed for loading, but not yet for brightness):
http://files.filefront.com/Levels+v2sd7 ... einfo.html

The two of the three texture "tiles" I used came from this program Genetica Viewer, which is pretty good and I'd recommend everyone to take a look at it.

The texture used for the map as a whole was done using Povray, which is a freeware raytracer that has been around for quite some time. It has a scene definition language and one of the many object types you can define in it is a heightfield. I'll have a go at throwing some instructions on how to use this for this purpose.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: New map: Levels

Post by Erom »

I've used Povray a few times in the past and found it cool. I'd love a little tute on how to use it for Spring maps.
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HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Re: New map: Levels

Post by HeavyLancer »

Erom wrote:I've used Povray a few times in the past and found it cool. I'd love a little tute on how to use it for Spring maps.
Try the wiki. One of the map tutorials there has a guide and script for POV-ray rendering for spring maps.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: New map: Levels

Post by Erom »

Um, really? I just went through all of the tuts in the map development section, and I can't seem to find it. I guess I'm going blind - help me out?
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HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Re: New map: Levels

Post by HeavyLancer »

I think it was one on heightmaps. It was an example of rendering a heightmap in POVray though, it might not be what you are looking for.
tinnut
Posts: 67
Joined: 09 Sep 2006, 08:17

Re: New map: Levels

Post by tinnut »

I've just uploaded a new wiki "howto" for using povray. I created a new thread for this as it is not so related to this map :-)

I believe that the tutorial that HeavyLancer is reffering to is RogerN's one here.
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