New Map - Trojan Hills v02

New Map - Trojan Hills v02

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

New Map - Trojan Hills v02

Post by 1v0ry_k1ng »

Trojan Hills v02

Image
Image
Image

DOWNLOAD HERE:
http://www.springfiles.com/show_file.php?id=2256


A 1v1 map (although Ive added start positions for up to 3v3) designed to accomadate either kbots or vehicles. Lots of flanking ramps and pathways ensure that no area of your expansion ever completely safe. Geothermals are difficult to protect but invaluable due to middling wind. watch for the kbot-only passable ramps!
size: 12x12
Wind: 4-146
Tidal: 15
Typemaps: no
Gravity: 100
Metal: 1.9 metal p/ mex

v02 Changelog:

redone textures
redone lighting
wind increased to 4-16
description fixed

Kbot:
Image

Vehicle:
Image

Metal Map:
Image

HF
Last edited by 1v0ry_k1ng on 07 Sep 2009, 17:24, edited 5 times in total.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: New Map - Trojan Hills v01

Post by Saktoth »

Its 12x12 BTW.

Kbot ramps should be differentiated in the texture. Hopefully its visible enough just from the steepness but it helps if you add something more.

Looks interesting, negative rather than positive obstruction.

Might be a touch metal heavy but thats probably ok.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: New Map - Trojan Hills v01

Post by Gota »

Nice map.Maps of these sizes are fun to play.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: New Map - Trojan Hills v01

Post by KaiserJ »

those chasms are a really freaking cool idea.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v01

Post by 1v0ry_k1ng »

had some games here, this shit kicks ass ^_^
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Umrug
Posts: 141
Joined: 27 Nov 2006, 12:57

Re: New Map - Trojan Hills v01

Post by Umrug »

Overall super cool, not similar to any other map i know. Playability - high :)

1) The chasms are texture-differentiated, so its good. But the ramps are not, and i really found myself rotating camera up-down and using F1 all the time - bad bad requires v2 imo. It physically annoying to play as it is now. Either make the ramps look different, or make height levels visually distinguishable...

2) The mexes are not visible enough, same thing, I had to F4 all the time, and who likes that?

3) a bit boring, everything the same color and no features, but maybe if you fix 2 above it'll be good


Yay! :) (and I'll have my revenge on you :) )
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: New Map - Trojan Hills v01

Post by NOiZE »

Nice concept, map looks a bit boring though
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map - Trojan Hills v01

Post by Beherith »

I like the concept, but imo the map could use some more kbot options.
Otoh, im sick of the default SME cliff texture.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v01

Post by 1v0ry_k1ng »

yeah, I really need to find some more textures..
how can I improve the look of it? I cant see any easy way of adding more differing textures without it looking pretty queer.
map looks a bit boring though
why is that?
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Umrug
Posts: 141
Joined: 27 Nov 2006, 12:57

Re: New Map - Trojan Hills v01

Post by Umrug »

Running water damages the slopes, makes cracks etc. Sun burns the tops of the hills, and on the lower areas - vegetation makes ground appear darker. Somewhere the mineral rock bottom can be seen (either on weathered hilltops or on the lowest ground). Stuff like that.
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ChaosMonkey
Posts: 180
Joined: 06 Jul 2009, 21:21

Re: New Map - Trojan Hills v01

Post by ChaosMonkey »

looks like it would be fun to try

and
Beherith wrote:im sick of the default SME cliff texture.
QFT
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New Map - Trojan Hills v01

Post by KaiserJ »

gimme a shout on the lobby for the next map texture; i'll hook you up with a few textures and scripts to play with
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map - Trojan Hills v01

Post by Beherith »

Ive been fooling around with some mild channeling and terracing, just on the texture stage:

I like the channeling, but the terracing looks a bit off:
Image

Ivory, you can dl the whole tex here: http://valinoreternal.no-ip.org:10004/s ... xivory.jpg

Made with carrara and world machine
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: New Map - Trojan Hills v01

Post by FLOZi »

I wonder if you'd be interested in doing some S44 stuff IK?
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map - Trojan Hills v01

Post by 1v0ry_k1ng »

neat stuff beherith! does the progam draw shadows onto the textures? they look shit hot... if only my pc ran WiC :(
great idea though with the terracing, i'll give that a go right now

I found a shitload of new textures, so ill have a look at those cliffs.

somebody said the mex spots need to be bigger more visible

wind needs upping to 16-4

anything I missed?
FLOZi wrote:I wonder if you'd be interested in doing some S44 stuff IK?
sure, if you draw me a concept. warn you now though, my skillz are pretty rudimentry atm so dont expect spiked-esque realistic landscapes from day 1 :P

edit: beherith, are you autogenning these textures? you knock them out very quicky, it took me about 5 hours to hand texture this
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: New Map - Trojan Hills v01

Post by JohannesH »

Dont know if i already said this in the lobby, but you could make the start positions straight so that buildings there dont alter the heightmap.
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: New Map - Trojan Hills v01

Post by MidKnight »

1v0ry_k1ng wrote:neat stuff beherith! does the progam draw shadows onto the textures? they look shit hot... if only my pc ran WiC :(
I think he made the texture with worldbuilder; I haven't seen WiCed ever do that. :P
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New Map - Trojan Hills v01

Post by Jazcash »

You're getting better at mapping but now you need to use some different unique textures and texture a lot of it by hand for that natural messey feel. Auto texture saves a lot of time but makes maps a bit repetative.
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: New Map - Trojan Hills v01

Post by Gedanken »

I think the trenches seem to make this a predominantly vehicle-centric map. Also wind should be bumped up and I agree with Umrug's thing about slope visibility. Other than that, this map is really nice and I like the way it plays, even though we accidentally the game on it last night. :P
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map - Trojan Hills v01

Post by Beherith »

Yeah im auto texturing. Took me about 10 minutes.

I used this little trick:
I exported your heightmap with SME.
I imported it into World machine, and scaled it to 2k*2k. Added a bit of fine channeled erosion, added terracing to 64 levels, then slapped it into Carrara.
Chose one of my fav textures from carrara, set an isometric cam, and rendered it. Render took about 30 minutes.
Then a bit of photoshop crop and color adjustment.

Btw: WICed can also do excellent and fast shadows, but I didnt use it since the heightmap is very low rez in it, and I wanted nice detailed shadows on a high rez heightmap.
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