..:: New Maps - Delta Siege V10 ::..
Moderator: Moderators
..:: New Maps - Delta Siege V10 ::..
Finally after alot of testing, refining and testing again, Delta Siege is ready!
** Download the V10 here **
http://www.fileuniverse.com/?p=showitem&ID=3191 (49.5 mb)
This download contains Delta Siege Original, DeltaSiegeDuo and DeltaSiege Duo Reversed. Duo and Duo Rev are mirror based and let you choose between a central land attack route, or a central sea, for large sea battles.
This makes DeltaSiege Original playable for max 8-10 players, but the DeltaSiegeDuo's for a max of 20 (!) players!. (if it will be possible in the future to support this, this map is ready for it). However, for the playability i have set the metal output for the duo maps to 70% of that of the original, so it's good playable for 5vs5)
DeltaSiege = 20x10
DeltaSiegeDuo = 20x20 (land route central)
DeltaSiegeDuoRev = 20x20 (sea route central)
The only less pun factor is that (and it took me some recompiling to cram it in) the filesize, which is just 0.12 over 50mb.
BUT you get 3 maps for the price of one (so it's only 16.7 mb per map, and that isn't really big!)
Here are some ingame screenshots of Delta Siege Original:
** Download the V10 here **
http://www.fileuniverse.com/?p=showitem&ID=3191 (49.5 mb)
This download contains Delta Siege Original, DeltaSiegeDuo and DeltaSiege Duo Reversed. Duo and Duo Rev are mirror based and let you choose between a central land attack route, or a central sea, for large sea battles.
This makes DeltaSiege Original playable for max 8-10 players, but the DeltaSiegeDuo's for a max of 20 (!) players!. (if it will be possible in the future to support this, this map is ready for it). However, for the playability i have set the metal output for the duo maps to 70% of that of the original, so it's good playable for 5vs5)
DeltaSiege = 20x10
DeltaSiegeDuo = 20x20 (land route central)
DeltaSiegeDuoRev = 20x20 (sea route central)
The only less pun factor is that (and it took me some recompiling to cram it in) the filesize, which is just 0.12 over 50mb.
BUT you get 3 maps for the price of one (so it's only 16.7 mb per map, and that isn't really big!)
Here are some ingame screenshots of Delta Siege Original:
Last edited by IceXuick on 22 Jun 2006, 18:28, edited 6 times in total.
Because of the 50.12mb file size, i have to get the file on unvisere manually. Until it's not on FU, you can download it from my own server here:
http://icexuick.dagdief.nl/taspring/del ... aSiege.sd7
http://icexuick.dagdief.nl/taspring/del ... aSiege.sd7
thx, made possible by the help of others, that helped me design the metal/geo layout. Forboding Angel also kinda approved the pre-final version, so my guess is that (at least for the DS original), the metal will work out quite nice!
I'm hoping this puppy gets on FU soon.
[EDIT]
Tried to upload it, but as my guess was already, it failed. Could someone of FU (Noize?) help me get this one there. I can't compress it more, unfortunately, already recompiled it three times, with higher compression, used tile-files, and i just stays a bit above the 50 megs. (without the tile-parameter it would be around 100mb!!)
Let me know!
[/EDIT]
I'm hoping this puppy gets on FU soon.
[EDIT]
Tried to upload it, but as my guess was already, it failed. Could someone of FU (Noize?) help me get this one there. I can't compress it more, unfortunately, already recompiled it three times, with higher compression, used tile-files, and i just stays a bit above the 50 megs. (without the tile-parameter it would be around 100mb!!)
Let me know!
[/EDIT]
yes i know 50 mb! but you get 3 all huge maps for it! Digsite is only one map of 16x16, and is almost 30mb! Thanks to better texturing skills, and the combine use of tiles, it's only 50 (seperate map releases would go OVER 100mb total!!)
My maps are basically made with Photoshop and Bryce. Mostly Photoshop, but for the basic rendered image of the heightmap, Bryce, or something like it (l3dT, terragen) is needed. But the final texture is mainly re-done with Photoshop, the bryce render was mostly beige.
Hopefully you can enjoy one or more of these maps! Thx for the comments again!
My maps are basically made with Photoshop and Bryce. Mostly Photoshop, but for the basic rendered image of the heightmap, Bryce, or something like it (l3dT, terragen) is needed. But the final texture is mainly re-done with Photoshop, the bryce render was mostly beige.
Hopefully you can enjoy one or more of these maps! Thx for the comments again!
maybe you could check the wiki for this
anyway, here is some simple tut, scroll down to texture phase:
http://taspring.clan-sy.com/wiki/IceXui ... esign_Help
goodluck!
anyway, here is some simple tut, scroll down to texture phase:
http://taspring.clan-sy.com/wiki/IceXui ... esign_Help
goodluck!
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Mmm, it's a lot bigger then I originally imagined.
Would've been cool if you made Duo and Duo reversed the big ones, and the single one at half size, with smaller metal distribution, so that we could play smaller games on it. I'm a big fan of smaller, more intense games. Partly to do with taste, partly to do with connection/comp power, and partly to do with the time I have for a Spring game.
Still, looks good though. I just don't think I'll have many opportunities to play it
Would've been cool if you made Duo and Duo reversed the big ones, and the single one at half size, with smaller metal distribution, so that we could play smaller games on it. I'm a big fan of smaller, more intense games. Partly to do with taste, partly to do with connection/comp power, and partly to do with the time I have for a Spring game.
Still, looks good though. I just don't think I'll have many opportunities to play it
It happens on occasion, when I see something particularly good.Zoombie wrote:Whats this? A compliment for DB?
ALso this map dose look very nice. I'll try it out.
I like what he's done with this map with the several levels, and what appears to be alot of thought into metal placement, he also appears to be getting quite good at this style of texture creation.