..:New Map & L3DT Climate:.. Absolute Zero (Version2!) - Page 2

..:New Map & L3DT Climate:.. Absolute Zero (Version2!)

All map release threads should be posted here

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What do you think of Methane World?

I Love it! Keep using it!
22
76%
Neat, but why all the colors?
6
21%
It sucks! >_<
1
3%
 
Total votes: 29

User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I would love to see more maps like this... perhaps a scattered island one, or a splintered-tropic style map.
0 x

User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

I love the atmosphere of this map, its wonderful.

REQUEST:

Could you make a series of smaller, intense maps, about 10x10 or less? Small Divide is one of my favorite maps ever because its so small and intense. Intense + Pretty -> Orgasm
0 x

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Hmmm...

Post by Pxtl »

Imho, the colour changes are too sudden in the map - it jumps from blue-green to grey on the shorelines too suddenly. If it's supposed to be striations, then there should be more striations down the side. If it's supposed to be some sort of ground-covering or moss, then it should continue in patches down the mountainside.
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

BUMP FOR GREAT JUSTICE!

I WANT A SEQUAL! MORE RIVERS MORE ISLANDS... like take this map and expand it... more islands etc!
0 x

User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Gosh damn, this reminds me of thunder brigade, it normally was nighttime during some missions and it was all tealish ground in some places, damn nice map!
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

MUST.... HAVE.... SEQUAL!

WILL POST ODD GUNDAM IMAGES IF ANSWER IS NOT YES!!!!!!!!!!!!!!!!!!!!!!!!!
0 x

User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

lol, i'm actually working on it still. ^_^;; i know its been a while, but trust me, its coming. i just wanted to take a break from spring for a few weeks.

it takes me a while to make large maps because they require me to create multiple tiles that i have stitch together in photoshop... i'll submit these images to show you my progress.

Image
Small version of Heightmap, to give you an idea of the layout.

Image
Shrunken version of the first tile, this image was originally 6144 x 6144. Four of these will be stitched together to create a 24 x 24 map.

The maps working title is 77_Kelvin (the boiling point for liquid nitrogen)

Feel free to comment!
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

Hmm it doesn't have all the sedimentary striation that the first had... is this a quick render?

and as far as the heightmap.. it is gold except the water trails are a bit shallow.
0 x

User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

it will look better once all of the images are stitched, its long process, i have make sure i adjust the contrast and color balance before the final release. I always post-process my textures before releasing a map, most because i am never really fully satisfied with the direct results L3DT provides, so i end up doing some of my own changes.
0 x

User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Funny thing, this climate makes me want to make maps.
0 x

User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Flat=BAD

All that flat area, liven it up a bit by adding a small amount of random noise to it. It doesnt really affect the buildability of the flat area, and unit still move over it fine, plus it looks alot better. Again, flat=boring. The layout and texture look good, but please, for the sake of hills everywhere, make it a little bumpy!
0 x

User avatar
smoth
Posts: 22300
Joined: 13 Jan 2005, 00:46

Post by smoth »

flat=good

uneven = longer build times while con units have to level out ground under build are. Along with the wonderfull f1 exploit.
0 x

User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Tiny bit of noise=GOOD

Balence it so that its not completely flat yet not bumpy enough to make building stuff tedious and to use the f1 exploit
0 x

User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

!!!message to all the ppl who hate flat!!!

play a different map then!
My sole reason for making maps in Spring is to make more maps that have an OTA feel. since no one else is willing to make these kinds of maps, i alone shall do it.

so there :P


::edit::

OR you could download the climate yourself and give map making a whirl!
go ahead and make the hilliest map you can possibly imagine.
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14636
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

make sure you render it with bumpmapping
0 x

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Charlemagne
Posts: 174
Joined: 18 Apr 2005, 17:59

Post by Charlemagne »

Wouldn't firing lasers and plasma at each other on a methane world be insanely suicidal?
0 x

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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

no, there has to be some kind of oxidizing agent present as well (Oxygen being the most common one people think of) for methane to react with and combust violently.
0 x

User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Charlemagne wrote:Wouldn't firing lasers and plasma at each other on a methane world be insanely suicidal?
Not if there isn't any oxygen for it to combust with.
0 x

User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Oxygen is a wonderful element isn't it?
0 x

User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Forboding Angel wrote:make sure you render it with bumpmapping
Ah, are you possibly mentioning the new format, yes, i looked into it.

While it does provide a lot more creative control to the mapper, i have to question the method that it uses. It'll take me some time to adapt to this new method.
0 x

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