Tetrad_V2

Tetrad_V2

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Tetrad_V2

Post by Beherith »

New map time, once again!

This is a 12x12, 4way FFA or teams style map, with rotational symmetry. Its unusually porcy, yet vehicles can access all areas.

Due to the latest nvidia texture tools exporter working again, and due to me having a lot of trouble with the specular highlights, I have done something new here:

The diffuse texture, normal map and specular texture are 1:1:1 pixel ratios. Due to normal map compressibility, its in DXT5 format as well, and looks the part!

Also, some ferns and mushrooms were added and updated into this map for good measure.

Stay tuned for some texture updates by IceXuick!

https://springfiles.com/node/10007

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LordMuffe
Posts: 286
Joined: 13 Mar 2005, 15:39

Re: Tetrad_V2

Post by LordMuffe »

that looks great :)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Tetrad_V2

Post by PicassoCT »

I know, i should only heap praise.. but it clashes..

Image

Image


This screams for overgrown cliffs.. the djungle spilling over the egg in high detail..
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Tetrad_V2

Post by Beherith »

It actually looked more like your pic, but was very visually noisy, and thus distracted from game cleanliness.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Tetrad_V2

Post by PicassoCT »

Well, then lets make it clean, and just regrow the texture if there is no battle nearby..

:wink:
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