New Asteroid Map: Apophis v2

New Asteroid Map: Apophis v2

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New Asteroid Map: Apophis v2

Post by Beherith »

New asteroid map, its originally a 16*16 map, but for obvious reasons play area is limited. Used voidwater and a special skybox constructed from the Eta Carinae nebula image made by Hubble.

If anyone wants a rundown on how to make a passable skybox from a flat image, I can write up a tutorial. But I'm still stuck with how to do a perspective transformation so the skybox doesnt have a bit of distortion. If anyone knows how to do this, please tell me.

The real challenge in asteroid maps is making a heightmap on top of the asteroid that blends well enough into its surroundings, and making everything just fit well, without sacrificing realism.

The play map on this asteroid is extremely simple, kbots pass all. vecs have a hard time.

Also, there is no wind on this map. Ever.

In the future I would like to add floating space debris, but I couldnt figure out how to export my textured rocks out of bryce. I got the model out, but failed at getting the uv mapped texture out of bryce or carrara.
Would be nice if I could get that done, since its much easier for me to use procedurally generated textures and uvmaps; I suck at drawing and find uv mapping to be a horrible waste of manual labor.

Asteroid heightmaps can only be made at 16 bits; since the map is about 3000 elmos tall, it really needs the detail only 16bit raw can provide.

Used World machine for the heightmap - with an extremely elaborate and hackish ~50 filters to generate it.

If anyone needs help in making this kind of map, Ill gladly help. World machine free edition is sufficient to make smaller asteroid maps.

The skybox is released for free use by all, I reserve rights on a case by case basis to the height, metal, texture and typemaps.

Texture is Carrara.

Thanks goes to Auswachsbar and trepan for some lua, Braindamage for some tips.

Download the map and see for yourself!
http://www.springfiles.com/show_file.php?id=2328

V2: Fixed the music bug. There will be no music until next version of spring :(

Image

Image

Image

Image

EDIT:My peet server seems to be down atm, so no screenies
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: New Asteroid Map: Apophis v1

Post by Auswaschbar »

Dude, this is the most awesome looking map I have seen in a while.
Also, I like the music.
mmisc
Posts: 16
Joined: 24 Feb 2009, 19:18

Re: New Asteroid Map: Apophis v1

Post by mmisc »

just awesome
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Asteroid Map: Apophis v2

Post by Otherside »

map crashes on load for me. :S
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: New Asteroid Map: Apophis v2

Post by CarRepairer »

Looks amazing, can't wait to try this out.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Asteroid Map: Apophis v2

Post by Beherith »

V1 crashes on load, v2 should be fine, if crash persists, please report.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: New Asteroid Map: Apophis v2

Post by TheFatController »

Awesome, very impressive 8)

If the skybox could be made to rotate it could be made quite vertigo inducing ;)
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Asteroid Map: Apophis v2

Post by Otherside »

Image

Image
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: New Asteroid Map: Apophis v2

Post by thesleepless »

in space, no one can hear your music!

looks amazing! *downloads*
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Asteroid Map: Apophis v2

Post by 1v0ry_k1ng »

Wow. the texture, height map, sky box, the way it all fits together...

This is a historic moment for spring: the first map that makes spring look like a professional product. the map blends with the sky box in a way that looks entirely natural and seamless. The sky box is beautiful. this map could be from star craft II for all their professional mapping artists.
If every map looked like this spring would have about 500k players by now :-)

the only thing approaching a flaw ive noticed is that the texture map is full of little transparent holes that you can see the skybox through on the other side, which looks pretty queer considering its meant to be a solid lump of rock...
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Re: New Asteroid Map: Apophis v2

Post by zwzsg »

Using the same technique, can you make a map with several small asteroids, instead of a single huge one, so that we have at least one space map done right for all the space mods?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: New Asteroid Map: Apophis v2

Post by Saktoth »

This map is absolutely spectacular, and i've actually been wanting something just like this. Cant wait to see it in game.
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: New Asteroid Map: Apophis v2

Post by thesleepless »

just tested it out, my only disappointment was that i couldn't use allterrains to sneak around the edge of the map =(

edit: just noticed those little black holes too when i zoomed in real close, odd!

also, a little bit in the east north east breaks the illusion

edit: on another note, north seems to have a huge advantage with the steep slope providing protection?
Last edited by thesleepless on 15 Oct 2009, 00:56, edited 1 time in total.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: New Asteroid Map: Apophis v2

Post by Neddie »

zwzsg wrote:Using the same technique, can you make a map with several small asteroids, instead of a single huge one, so that we have at least one space map done right for all the space mods?
Beherith has stated that maintaining the illusion of a full asteroid with multiple points of reference is difficult, since the terrain is bound to the same plane and must shadow out at the same point, yet objects of different offset from center would never do that.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Asteroid Map: Apophis v2

Post by Beherith »

About the holes in the texture:

http://springrts.com/phpbb/viewtopic.php?f=11&t=20687

If anyone knows what may cause this, I would be very grateful. Ive seen it on other maps before, but never in this quantity.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New Asteroid Map: Apophis v2

Post by smoth »

On a void water map solid black becomes transparent try replacing all of your 0,0,0 with 001,001,001
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Asteroid Map: Apophis v2

Post by Beherith »

You mean all the bits in the texture that are 0,0,0 ?

Hmm, this could even be used to fake different heights of asteroids!
Just one thing, this bug doesnt seem to appear when shadows are on.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New Asteroid Map: Apophis v2

Post by smoth »

yep.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: New Asteroid Map: Apophis v2

Post by Saktoth »

Just wondering if there is anything preventing you from terraforming into space and walking on it in CA? Typemaps in the 'water'? Still wouldnt prevent building though. Its like that in a lot of space maps (you can even make ships on some). Though i dont suppose this would matter as much as one with several separate asteroids.

Ill test that myself when i get the chance.
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