Evolution RTS - Pockmark Valley

Evolution RTS - Pockmark Valley

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Evolution RTS - Pockmark Valley

Post by Forboding Angel »

Pockmark Valley, a remake of one of my older maps for evo. 1v1 or 2v2. Requires Evolution RTS for features: http://www.desura.com/games/evolution-rts

Have fun!

Image Image Image Image

http://springfiles.com/spring/spring-ma ... ark-valley
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: Evolution RTS - Pockmark Valley

Post by MidKnight »

It's very nice. I like the trees (they go very well with the white and beige color scheme), but they may pose a problem for units trying to path through them. Have you tested that out?


Also, one other question: It this map official? :wink:
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1v0ry_k1ng
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Re: Evolution RTS - Pockmark Valley

Post by 1v0ry_k1ng »

this looks like the kind of map that causes blindness upon loading when playing in a dark room with the monitor full brightness (the coldplace triangle is still burnt into my retinas)
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Forboding Angel
Evolution RTS Developer
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Re: Evolution RTS - Pockmark Valley

Post by Forboding Angel »

In evo, any map feature that is 2x2 or less is set to nonblocking and provides cover. Additionally, when you build something, any map features at that location are instantly destroyed (so no time spent reclaiming).

Old joke is old ;P

Snow blindness won't be an issue, I have spent a lot of time looking at this map the past few weeks. It is bright, but only a little brighter than nuclear winter for example.
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AF
AI Developer
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Re: Evolution RTS - Pockmark Valley

Post by AF »

The snow looks more pinkish than blindish to me
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PicassoCT
Journeywar Developer & Mapper
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Re: Evolution RTS - Pockmark Valley

Post by PicassoCT »

pink? Its most definatly red!
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KaiserJ
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Re: Evolution RTS - Pockmark Valley

Post by KaiserJ »

looks great; very nice work

but yeah people have some strange gamma settings; i won't be making another ice map for said reasons... high gamma + dark room + no shadows = complaints
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PicassoCT
Journeywar Developer & Mapper
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Re: Evolution RTS - Pockmark Valley

Post by PicassoCT »

KaiserJ wrote:looks great; very nice work

but yeah people have some strange gamma settings; i won't be making another ice map for said reasons... high gamma + dark room + no shadows = complaints
says the man who refuses to pay the eye-doctors bill of his damaged customers... ;)
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smoth
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Re: Evolution RTS - Pockmark Valley

Post by smoth »

I have not read such complaints about my snow maps. :)
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KaiserJ
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Re: Evolution RTS - Pockmark Valley

Post by KaiserJ »

hey, it looks fine to me, but i live in an igloo etc and dogsled to work so it's possible that my rods and cones have adjusted to the whiteness 8)

it's just from certain people that play without shadows in dark rooms... SSMF has a way of darkening slightly that is almost indistinguishable to me but some people seem really attuned to it (in situations like ivory mentioned)

maybe gundam people only play with shadows, or you are better at SSMF than me, or my map was too bright in the first place, or some combination of the three.

anyways.

this forb map looks lovely.
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Forboding Angel
Evolution RTS Developer
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Re: Evolution RTS - Pockmark Valley

Post by Forboding Angel »

Snow is always a total bitch to get looking right. I thought that this pinkish look was a bit different and equally pleasing to the more bluish look I normally go for. To me it's bright enough that I'm happy with it, and dark enough so that I can look at it for a long period of time and not have to clean my eyeballs up with a spoon.
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PicassoCT
Journeywar Developer & Mapper
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Re: Evolution RTS - Pockmark Valley

Post by PicassoCT »

dont worry forb, its a fine map, hell i did go the pinkish way with vertigos, snow has the colour of the current surrounding (aka sky) so, if you have it at sunset or dusk, moonlitten or else, feel free to go nuts..

which reminds me, did zombie actually ever post his snow map?
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