Fishbone_RidgeV2

Fishbone_RidgeV2

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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Fishbone_RidgeV2

Post by oksnoop2 »

Fishbone_RidgeV2
10x20 desert map

Image


Image


Image

Image

http://conflictterra.googlecode.com/fil ... idgev2.sd7

Thanks to wartender, and sanada.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Fishbone_RidgeV2

Post by Gota »

classy!!!!

Simple and fun looking yet unusual...
Last edited by Gota on 22 Oct 2010, 08:55, edited 1 time in total.
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Fishbone_RidgeV2

Post by oksnoop2 »

thanks!!!!
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Fishbone_RidgeV2

Post by Wombat »

i was always amazed how good ur game/maps look like (if u consider 'details') :D also, finally some classy map we know from other rts games :)
Last edited by Wombat on 22 Oct 2010, 12:28, edited 1 time in total.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Fishbone_RidgeV2

Post by hoijui »

WOW! :D
nice! reminds me on futurama!
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Fishbone_RidgeV2

Post by SanadaUjiosan »

I'd just like to take this moment to say that I knew I was right about flat color maps being acceptable 8)

Glad to see such a warm welcoming.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Fishbone_RidgeV2

Post by smoth »

definitely welcome sanada, it is a good and unique look.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Fishbone_RidgeV2

Post by Pxtl »

OMG CT looks so much better with flat-shaded maps.

Although I think this one could use a little more details on that ocean of brown - some cracks in the ground or something.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Fishbone_RidgeV2

Post by Jazcash »

I love the black outlines on everything, gives it a really nice Warsow'y* effect.

*Made up definition based on Warsow (FPS)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Fishbone_RidgeV2

Post by Forboding Angel »

Pxtl wrote:OMG CT looks so much better with flat-shaded maps.

Although I think this one could use a little more details on that ocean of brown - some cracks in the ground or something.
Exactly what I thought. I suggested to snoop to use the ssmf stuff to add lines and cartoony textures like you would see in Wile E Coyote and Roadrunner.

And yes, the whole style as seen here looks fantastic. I really like it.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Fishbone_RidgeV2

Post by manolo_ »

yeah i have to agree with you. when i saw the first modells i thought >_<, man use better textures. but the whole system (mod+map) looks pretty good and fitting
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Fishbone_RidgeV2

Post by knorke »

imo needs another contour line/color around the center mountain:
Image
the slope continues quite far after the light brown but its not really visible.
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Fishbone_RidgeV2

Post by SanadaUjiosan »

Snoop was going to try and get that extra line in there. That bothers him too.
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Fishbone_RidgeV2

Post by SanadaUjiosan »

http://www.springfiles.com/show_file.php?id=2837

Version 4, updated to work with Conflict Terra now through spawning rocks on startup.
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