MoonRoom

MoonRoom

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FabriceFABS
Posts: 345
Joined: 28 Jul 2010, 16:20

MoonRoom

Post by FabriceFABS » 18 Feb 2015, 21:39

Hello,

Here is MoonRoom, [5 v 5] max to play on a 20*14 size map, no wind.

:arrow: 23/01/2015 The V1 is initial release on old format map, no special feature.
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3 consecutive days on map working to rework metalMap, heightMap and mapInfo tune/fine tune try values...
I had to work on a grey texture => Quite difficult to work on some resource files.
:arrow: 18/02/2015 The V1.1 adds :
  • More metal points (Extraction to 2,15) + 3 metal zones on center,
  • Less hilly,
  • Specular features,
  • Splat Distrib / Detail tex,
  • DDS Skybox (thanks to Beherith),
  • Fix start position order,
  • Fix texture mistakes.
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I'm glad to receive -constructive- feedbacks on it, good or bad, please justify (no spam nor troll thx).
Also nice to receive some tips, I don't really know how could I do it better.

:-)
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Floris
Balanced Annihilation Developer
Posts: 599
Joined: 04 Jan 2011, 20:00

Re: MoonRoom

Post by Floris » 19 Feb 2015, 02:22

looking good!

Except whole map + untis are black!
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smoth
Posts: 22295
Joined: 13 Jan 2005, 00:46

Re: MoonRoom

Post by smoth » 19 Feb 2015, 05:30

The texture looks low resolution, like you rendered it and then scaled the resulting image.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: MoonRoom

Post by 1v0ry_k1ng » 19 Feb 2015, 10:48

Always nice to see new maps! :-)

I'll echo Smoths comment that the texture looks low resolution.

I think more problematic is that the texture is quite noisy/high contrast, which makes it difficult to pick out units. You could fix this easily enough by just dropping contrast on the image.

The heightmap doesn't look very realistic, and the tall lumps look a bit ridiculous

Image

You might also notice that most maps try to separate areas of the map into either 'flat' or 'fixed gradient slopes'. This is because general bumpy terrain just doesn't work very well ingame - pathing fails, finding places to drop buildings is hard and players fail to parse the effect that a fine heightmap has on targeting and movement.

I'd suggest going for a more deliberate & defined heightmap design, just my opinion ofc!
Last edited by 1v0ry_k1ng on 19 Feb 2015, 12:28, edited 1 time in total.
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smoth
Posts: 22295
Joined: 13 Jan 2005, 00:46

Re: MoonRoom

Post by smoth » 19 Feb 2015, 11:52

Otherwise I think it looks cool but I think Ivory_king is dead on.
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FabriceFABS
Posts: 345
Joined: 28 Jul 2010, 16:20

Re: MoonRoom

Post by FabriceFABS » 19 Feb 2015, 18:21

  • Global thx for differents feebacks it helps.
  • untis...untis...untis.... Ah lol asked google that suggered me units :P
    Yes true, what is strange is that units are black until game starts -all ready-....
    I saw it yesterdays with 1 online game.
    All my tests in singleplayer mode didn't show me this bug because It starts directly.
    I have maybe a misconfig.
  • For the texture looking low res, the initial picture is a 7744*5184 that I applied a -90° + vertical mirror.
    The texture of this picture is initially like this...
    Gonna half-size the current map to gain resolution but I'm not sure about much winning about this.
  • True that it is quite noisy/high contrast => Annoying => Gonna fix it
    I did the map with the following idea in mind : Doing heightmap regards to color (white = higher point).
    I also agree with the fact that «general bumpy» terrain doesn't fit very well => Gonna fix it
    Gonna see how I could do heightmap better.
I think I'm good for LOL... again like SevenIslands a redo from scratch...
I spent so much time, so much days since 1 month, but it allowed me to learn the interaction between diffents values in lua conf but also lot of practices/tries with differents textures pictures.
I'm progressing well, I realize it from the start so much things learned I am still far from mastering !
Thank you for your patience, working on it !
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PicassoCT
Journeywar Developer & Mapper
Posts: 10200
Joined: 24 Jan 2006, 21:12

Re: MoonRoom

Post by PicassoCT » 19 Feb 2015, 19:30

But it gives you ideas..

download/file.php?mode=view&id=9252

If you detect rather steep changes in the heightmap, and would computate a gradient into the ssmf there.. you could add really sharp edges..

I think Behe did something similar
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hokomoko
Spring Developer
Posts: 575
Joined: 02 Jun 2014, 00:46

Re: MoonRoom

Post by hokomoko » 19 Feb 2015, 19:34

Floris wrote:looking good!

Except whole map + untis are black!
Can you check that again with dev version of engine?
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Floris
Balanced Annihilation Developer
Posts: 599
Joined: 04 Jan 2011, 20:00

Re: MoonRoom

Post by Floris » 19 Feb 2015, 21:56

no, not me...
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FabriceFABS
Posts: 345
Joined: 28 Jul 2010, 16:20

Re: MoonRoom

Post by FabriceFABS » 23 Feb 2015, 01:37

I've considered all comments !
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MoonRoom-V1.2 final version brings :
  • Map is flatter,
  • Map is clearer,
  • Texture of the map re-sampled as I can for hiding artifacts due to original background,
  • Before starting, units are no more black,
  • Less metal on center and radius = 195,
  • Metal spots can be seen in the texture map without F4 key.
Thank you.
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