NEW MAP: Hotstepper (lava map for anyone)

NEW MAP: Hotstepper (lava map for anyone)

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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

Hot like this!
http://www.youtube.com/watch?v=i1lKuu-lf5E

Image
As you see, this map is uglier though and the lava does not look as nice because the heightmap is a bit jagged. closeenough.jpg

Lava Tide Rhym:

5 minutes no lava
lava floods low level, goes down
5 minutes no lava
lava floods low level, goes down
5 minutes no lava
lava floods low level, stays at that level for 1 minute
lava floods medium level (the triangles + center hill are not flooded)


NOW HOSTING BA GAME
test games over, thanks for playing. scroll further down for replays.
Attachments
hotstepper.sdz
(3.34 MiB) Downloaded 265 times
Last edited by knorke on 05 Mar 2011, 18:17, edited 1 time in total.
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Echo419
Posts: 64
Joined: 31 Aug 2010, 14:09

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by Echo419 »

what size is it? 32x32?

Also damn i am liking those lava effects.

especially the texture vs clearwater with red floor
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

8x8, so pretty small
mostly for 1v1 but just played a 4 ffa and didnt feel too crowded. players were newbs though :? :wink: :roll:

game still up
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AF
AI Developer
Posts: 20686
Joined: 14 Sep 2004, 11:32

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by AF »

Needs some kind of vent with smoulderiness to act as a source for the lava to prevent random lava coming from nowhere syndrome
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PicassoCT
Journeywar Developer & Mapper
Posts: 10355
Joined: 24 Jan 2006, 21:12

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by PicassoCT »

Tested it, lava did not come. Repeated messages in the console 300 secs away - then 10 secs, than nothing. Lets imagine the floor is lava, is no fun, if the floor is not lava.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

PicassoCT wrote:Tested it, lava did not come. Repeated messages in the console 300 secs away - then 10 secs, than nothing. Lets imagine the floor is lava, is no fun, if the floor is not lava.
infolog or didnt happen.
AF wrote:Needs some kind of vent with smoulderiness to act as a source for the lava to prevent random lava coming from nowhere syndrome
it comes from outta space.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by PicassoCT »

Giant space penis cuming with lava on my map. I wont believe it.

Image

I cant see any error in infolog, but on the other hand, i m myself.
Attachments
screen00008.png
(1.36 MiB) Downloaded 3 times
screen00007.png
(2.26 MiB) Downloaded 3 times
infolog.txt
(7.69 KiB) Downloaded 42 times
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knorke
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Joined: 22 Feb 2006, 01:02

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

thats strange.
first lava tide comes at 5min.
can you see the lava below the map? (its always hiding there when its low)
does stuff die if you put it in lower ground and wait until tide?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

> http://pastebin.com/NscGqkbb
[16:44:48] <dno221> [f=0000000] This stack trace indicates a problem with your graphic card driver. Please try upgrading or downgrading it. Specifically recommended is the latest driver, and one that is as old as your graphic card. Make sure to use a driver removal utility, before installing other drivers.
[16:44:49] <dno221> [f=0000000] (0) C:\WINDOWS\system32\atioglxx.dll [0x00ABE732]
someone with ati please report if it works for him?
had games with ~8 players and only he+PicassoCT had problems so far
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by BaNa »

epic city. this map is WINNING!
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by knorke »

test games over, thanks for playing everybody :)
no game was really on a "high level", always somebody had to fall asleep in lava :roll: :shock:
here are two random replays that were quite fun:
http://replays.adune.nl/?3069
http://replays.adune.nl/?3068
if someone plays a good game on this, please upload.
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by oksnoop2 »

Interesting concept, how did you achieve this?
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zwzsg
Kernel Panic Co-Developer
Posts: 7031
Joined: 16 Nov 2004, 13:08

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by zwzsg »

Code: Select all

function gadget:GetInfo()
  return {
    name      = "lava test",
    desc      = "lava that rise",
    author    = "knorke + some edit by zwzsg",
    date      = "Feb 2011, 2011",
    license   = "weeeeeee iam on horse",
    layer     = 0,
    enabled   = true
  }
end


if (gadgetHandler:IsSyncedCode()) then

    function gadget:GameFrame(frame)
        local LavaLevel

        -- Calculate Lava Level
        MapYmin,MapYmax=Spring.GetGroundExtremes()
        LavaLevel = MapYmax-(MapYmax-MapYmin)*math.abs((frame/1800)%2-1)

        -- Damage units in lava
        if frame%10==9 then
            for i,u in pairs(Spring.GetAllUnits()) do
                x,y,z = Spring.GetUnitPosition(u)
                if (y and y < LavaLevel+10) then 
                    Spring.AddUnitDamage (u, 25) 
                    Spring.SpawnCEG("BURN", x, y, z, 0,1,0)
                end
            end
        end

        -- Random FX in lava
        local x,z=math.random(0,Game.mapSizeX),math.random(0,Game.mapSizeZ)
        if Spring.GetGroundHeight(x,z)< LavaLevel then
            Spring.SpawnCEG("BURN", x, LavaLevel, z, 0,1,0)
        end

        -- Pass to unsynced
        _G.LavaLevel = LavaLevel

    end

else --- UNSYNCED:

    local DrawWorldTimer = nil

    function DrawQuadVertices(x1,z1,x2,z2,y,TextureSize)
      -- Where y the the lava plane position
      -- Where TextureSize is the size of texture pattern, in elmos

      gl.TexCoord(0,0) 
      gl.Vertex(x1,y,z1)

      gl.TexCoord((x2-x1)/TextureSize,0)
      gl.Vertex(x2,y,z1)

      gl.TexCoord((x2-x1)/TextureSize,(z2-z1)/TextureSize)
      gl.Vertex(x2,y,z2)

      gl.TexCoord(0,(z2-z1)/TextureSize) 
      gl.Vertex(x1,y,z2)
    end

    function DrawLavaSquare(LavaLevel)
        DrawWorldTimer=DrawWorldTimer or Spring.GetTimer()
        local cm1=(math.abs(((Spring.DiffTimers(Spring.GetTimer(),DrawWorldTimer)/0.78)%2)-1)^2)*0.5
        local cm2=(math.abs(((Spring.DiffTimers(Spring.GetTimer(),DrawWorldTimer)/1.13)%2)-1)^2)*0.5
        local cm3=math.abs(((Spring.DiffTimers(Spring.GetTimer(),DrawWorldTimer)/2.87)%2)-1)
        gl.PushAttrib(GL.ALL_ATTRIB_BITS)
        gl.DepthTest(true)
        gl.DepthMask(true)
        gl.Texture(":a:LuaRules/Gadgets/lava.png")-- Texture file
        gl.Color(1-cm1,1-cm1-cm2,0.5,1)
        gl.BeginEnd(GL.QUADS,DrawQuadVertices,0,0,Game.mapSizeX,Game.mapSizeZ,LavaLevel,64)
        gl.Texture(false)
        gl.DepthMask(false)
        gl.DepthTest(false)
        gl.Color(1,1,1,1)
        gl.PopAttrib()
    end

    function gadget:DrawWorld()
        if (SYNCED.LavaLevel) then
            DrawLavaSquare(SYNCED.LavaLevel)
        end
    end

end--end unsync
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by KaiserJ »

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by TradeMark »

Epic idea, can you make a map with more height levels, so you would have to move up and up all the time to survive... i think that would be fun if the mod was fixed for it somehow
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bobthedinosaur
Blood & Steel Developer
Posts: 2699
Joined: 25 Aug 2004, 13:31

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by bobthedinosaur »

yeah but make it hard to get to the top, or else every one would just walk to the top from the start. maybe switch paths up a steep terrace
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by TradeMark »

I think it can be done: put least metal in middle, and most in edges, kinda like inverted speedballs. so you want to be near-death-state at all times to get extra metal. but you have to move up constantly to avoid death as well... the map should be really big though.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10355
Joined: 24 Jan 2006, 21:12

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by PicassoCT »

How about steeling Behes Volcano for a lava-source?

A Robbin Goods appears out of the forrest. It super effective.

Image
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by KaiserJ »

after having just watched a game; i feel like it would be really nice to have beheriths lava spew as a warning that the lava level is about to rise

if i made a map with this gadget in mind (its so hilarious and creative) could you help me a bit to get it all going? im thinking sewer sludge rather than lava
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AF
AI Developer
Posts: 20686
Joined: 14 Sep 2004, 11:32

Re: NEW MAP: Hotstepper (lava map for anyone)

Post by AF »

If you can make it steam at the edges of the lava then that should get rid of the fugly edges.

Right now there's nothing stopping noobs playing a 4v4 with choose start post then 5 minutes in everybody gets killed by rising lava having built their base on the lower ground, I assume that there's console messages warning?
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