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Cervino

Posted: 01 Mar 2018, 01:05
by Silentwings
20x12 snow map, for 6-16 players.

Image
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Rocks/cliffs are impassable. Steepest slopes are kbots only.

Springfiles download link: https://springfiles.com/spring/spring-maps/cervino

Made with World Machine.
The texture is generated using similar techniques to viewtopic.php?f=81&t=33978.

Re: Cervino

Posted: 01 Mar 2018, 18:47
by The Yak
Something's wrong. Map is not appearing on api.springfiles: http://api.springfiles.com/files/maps/?C=M;O=D

Re: Cervino

Posted: 01 Mar 2018, 19:14
by Silentwings
I can only guess its an issue with SpringFiles - https://springrts.com/mantis/view.php?id=5914

Re: Cervino

Posted: 01 Mar 2018, 19:55
by ThinkSome
Lobbies cannot download it (which you might already know)

Re: Cervino

Posted: 01 Mar 2018, 23:13
by Silentwings
It should be working now, thanks abma!

Re: Cervino

Posted: 02 Mar 2018, 01:37
by ThinkSome
We've today played a Spring:1944 3v3 on it and it felt fine, if not a bit too porcy at the sides. Access to the lower left hill and upper centre one also proved too steep for vehicles to traverse. Nice map!

Re: Cervino

Posted: 02 Mar 2018, 08:10
by Silentwings
I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)

Re: Cervino

Posted: 02 Mar 2018, 08:22
by dansan
I like it, if different unit types are required on a map.

I wonder how it would be to play its center (plus the connecting north+south arms) flooded.

Re: Cervino

Posted: 02 Mar 2018, 08:42
by Google_Frog
These cliffs are too bright when they are inside LOS.
Image
The metal in the center could be improved as it is currently just a uniformly distributed spread of spots. There are no mex spot textures so I could mess with this myself.

Re: Cervino

Posted: 02 Mar 2018, 10:34
by Silentwings
I won't add metal spot textures, it doesn't seem appropriate for a snow map (moreover - many games automatically show metal spots in f4 mode when placing startspots/mexes, and others don't use metal spots at all).

I might change the lighting on the slopes, but ofc how it looks depends a bit on your games LOS colours, whether using bloomshader, etc. In fact I dim my screen and remove blue light, because its easier on my eyes (using f.lux), so it probably looks darker for me!

Re: Cervino

Posted: 02 Mar 2018, 16:10
by ThinkSome
Silentwings wrote:I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
These hills:
Cervino.jpg
(338.83 KiB) Not downloaded yet

Re: Cervino

Posted: 02 Mar 2018, 16:32
by Silentwings
Ah now I see what you mean - for *A, the ramps up and down from those two hills, and also two other ramps up from the back bases in TL/BR, are not veh passable. So it seems pretty similar.

Re: Cervino

Posted: 03 Mar 2018, 19:10
by triton
In BA, 4vs4 is fucking amazing here THX.

Re: Cervino

Posted: 09 Mar 2018, 19:21
by PtaQ
Just wanted to say its fking op too :) Love the looks and gameplay. We always been missing on good Kbot maps.

Re: Cervino

Posted: 13 Mar 2018, 19:29
by Kloot
Pretty, I'm tempted to add detail specular splatting just to see moar snow maps produced.

Two requests:

1) remake Nuclear Winter in this style
2) if you do, increase shadow density by 0.1 or so (like on Amarante, they're barely visible at 0.05)

Re: Cervino

Posted: 14 Mar 2018, 02:23
by gajop
(Slightly veering offtopic) @Kloot: Why not just splat everything: diffuse, specular, normals, emission, etc. ? Splat materials

Re: Cervino

Posted: 14 Mar 2018, 11:42
by Silentwings
Two requests:
Will do. If you would like to try adding DNTS you are welcome (happy to provide tmd source files or normal maps etc if helpful).

Re: Cervino

Posted: 16 Mar 2018, 16:22
by Anarchid
Oh yes splat materials plz plz *puppy eyes*