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Posted: 01 Mar 2018, 01:05
20x12 snow map, for 6-16 players.
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
Posted: 01 Mar 2018, 18:47
Something's wrong. Map is not appearing on api.springfiles: http://api.springfiles.com/files/maps/?C=M;O=D
Posted: 01 Mar 2018, 19:14
I can only guess its an issue with SpringFiles - https://springrts.com/mantis/view.php?id=5914
Posted: 01 Mar 2018, 19:55
Lobbies cannot download it (which you might already know)
Posted: 01 Mar 2018, 23:13
It should be working now, thanks abma!
Posted: 02 Mar 2018, 01:37
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!
Posted: 02 Mar 2018, 08:10
I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
Posted: 02 Mar 2018, 08:22
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.
Posted: 02 Mar 2018, 08:42
These cliffs are too bright when they are inside LOS.
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.
Posted: 02 Mar 2018, 10:34
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!
Posted: 02 Mar 2018, 16:10
Silentwings wrote:I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
Posted: 02 Mar 2018, 16:32
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.
Posted: 03 Mar 2018, 19:10
In BA, 4vs4 is fucking amazing here THX.
Posted: 09 Mar 2018, 19:21
Just wanted to say its fking op too :) Love the looks and gameplay. We always been missing on good Kbot maps.
Posted: 13 Mar 2018, 19:29
Pretty, I'm tempted to add detail specular splatting just to see moar snow maps produced.
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)
Posted: 14 Mar 2018, 02:23
(Slightly veering offtopic) @Kloot: Why not just splat everything: diffuse, specular, normals, emission, etc. ? Splat materials
Posted: 14 Mar 2018, 11:42
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).
Posted: 16 Mar 2018, 16:22
Oh yes splat materials plz plz *puppy eyes*