Map in progress.. - Page 2

Map in progress..

Discuss maps & map creation - from concept to execution to the ever elusive release.

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

Post by Quanto042 »

aside from the minor technical flaws, the map looks fucking awesome, i can't wait to do some battles on it. You may have a new hit on your hands! Follow forboding's advice and show us a new set of shots, so far you have an awesome peice.
Zagupi
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Joined: 26 Jul 2006, 11:50

Post by Zagupi »

hawkki
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Joined: 01 Jan 2006, 19:47

Post by hawkki »

nooo.... keep the desert feel to it, keep it close to what it was in the first pictures. Add some rock/stone/mountain texture to the rising/deformation parts but keep the main ground desert feel to it. And bring those contour lines back :)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Put the countour liens back in, it looks ugly now... The non green texture is now too obvious and the whole map has just lost a huge amount of depth..... And depth is something that made it look good to begin with
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Kepp the contour lines, and make it desert again!

Maybe a nice greyish rocky tecure around the mounds with lots of rocks scattered around them :P
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

if you take your heightmap, increase the contrast to where you get both 0,0,0 (r,g,b) and 255,255,255 (R,G,B) then add a "controlled" bl;ur effect.. and then reduce the overall height by about half...

you should have the SAME map countour wise, but without the lines because you'll utilize more "steps" per incline in elevation... :wink:


ohh and a sun value of 2, 2, 0 is DIRECTLY overhead... 100% straight down...

using a 1, 1, 0 is like 45 degree angle... use something more like

1.4, 1.4, 0...

that'll "smooth" out the countour shadows more, but not remove them...

again, read the wiki on my description of the sun system... :wink:
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

the countour lines should be as they are in the first screenshot posted in thsi thread...
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Or just add -l when compiling the map and the contour lines will be completely removed.
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

I loath contour lines on maps... Other than that, great work.
Zagupi
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Joined: 26 Jul 2006, 11:50

Post by Zagupi »

-l doesn't remove the contour lines, it just makes them a bit more gentle. Thanks for all the comments, just keep em coming :) They are very helpful. It's funny how people have different opinions "do that, and that, but don't do that, it'd ruin the map" =)

I like the contour lines too. Just that the current texture is so horrible, it ruins the whole idea of them. I'll make a more subtle texture when I have the time.
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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

change it back to desert! it looked absolutely awesome! we dont have many good desert maps! pretty pleeeeesee! :)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Desert/Wasteland is the way to go :)

A green patch here and there doesn't hurt, just don't overdo it.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Add a pirate ship feature and 300 clown features all over the map, make fake geos and 100 reclimable comm statues, make the skybox a giant pink pony picture.

Is it just me or are all the requests for things getting a little confuddled and overbearing? Maby lets make him just make the map...
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

Meanwhile, I stumbled across a nice looking texture map and made a heightmap for another map straight from it. It's quickly done and not much thought put into it, but what do you think? Bash all you want, it was done fast.

http://img154.imageshack.us/my.php?imag ... 039mi6.jpg
http://img154.imageshack.us/my.php?imag ... 040ra8.jpg
http://img139.imageshack.us/my.php?imag ... 041em6.jpg
http://img139.imageshack.us/my.php?imag ... 042tj3.jpg
Dimensions: 16x22
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

VERY COOL ^^ i like it
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I liked the first map better, with the first texture. Just get rid of the contour lines.

Please?

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

Post by Quanto042 »

I like BOTH of the maps, release them!!!! or the wrath of the evil furlings will be unleashed upon you!@!!!!!111one
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Uniform blue = bad


The craters need their own textures; there should be a gradient on the slopes of grey or something...
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

I'm going to call the (first) map "Contour Lines" :)
I'm not going to remove the lines, because imo they look nice, and they reduce the need for very detailed texture. Such texture would take up much space and increase the map file size greatly. On comparison, the blue concept map is 32Megs in size and this desert thing is currently 4Megs.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

The desert texture was way cooler. Looks a lot better now without the contours too, don't listen to AF, he's a programmer not an artist. :P
Reminds me somewhat of the beautiful Gobi desert:
http://www.tartar.org/cbw4.jpg
http://www.to.infn.it/~giampier/sanddun ... 84x588.gif
You can add lots of great details like those to give it depth.

Now don't disappoint us by leaving the contour lines there :!:
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