--||*NEW MAP*||-- DireStrights... well just take a peek. - Page 3

--||*NEW MAP*||-- DireStrights... well just take a peek.

All map release threads should be posted here

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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

10,00 might work...
right?
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

well if he subdivides and smooths and stuff... tell him to OPTIOMIZE too..

that or build his model with near infinite faces and polys and I'll "optomize" it and send if back to him... its a simple modifier in 3DS MAX.... and since there is only 4 of these models on the map... I would assume that any face count under about 5000 is good. :wink:

more than that, will slow down low end machines CONSIDERABLY... and crossing the 10,000 face mark will start to show impact on a top end machine... but still do-able...

at THE VERY MOST, I'd say 6500 facets on each one...

but for the person who copies them and puts 100 on their map... it'll kill it... :roll:
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Dragon45
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Post by Dragon45 »

BTW, its DireStraits, no DireStrits :P
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aGorm
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Post by aGorm »

Ummm No its Dire Strights... :P my map my spelling.

We'll just have to see what comes out of his moddeling!

aGorm
HawkMan
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Joined: 20 Jul 2006, 22:28

Post by HawkMan »

LathanStanley wrote:well if he subdivides and smooths and stuff... tell him to OPTIOMIZE too..

that or build his model with near infinite faces and polys and I'll "optomize" it and send if back to him... its a simple modifier in 3DS MAX.... and since there is only 4 of these models on the map... I would assume that any face count under about 5000 is good. :wink:

more than that, will slow down low end machines CONSIDERABLY... and crossing the 10,000 face mark will start to show impact on a top end machine... but still do-able...

at THE VERY MOST, I'd say 6500 facets on each one...

but for the person who copies them and puts 100 on their map... it'll kill it... :roll:
you NEVER use the optimize modifier, EVER
you build it low poly or you biuld it high poly, or youbuild it low poly to be smoothed for high poly.

but you NEVER build high poly and use optimize.
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LathanStanley
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Post by LathanStanley »

HawkMan wrote: you NEVER use the optimize modifier, EVER
you build it low poly or you biuld it high poly, or youbuild it low poly to be smoothed for high poly.

but you NEVER build high poly and use optimize.
its more beneficial than you seem to know :wink: trust me on that one... you just have to know how to use it, when to use it, and do a small amount of hand "corrections" with mesh edit afterwards...
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

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Dragon45
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Post by Dragon45 »

Warlord Zsinj wrote:cough

USE IT
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aGorm
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Post by aGorm »

You'll just have to wait I'm affraid. :-)

In the mean time... Im goona hijack my own thread.

I have a few questions...

1) Does anyone play the map Blackstar, only I'm curios to know how good that is and I never got a reply at teh time.

2) I was thinking of re-making VolcanoIsland (again) with evry single bug fixed. However I was wondering if anyone had anything they think needs changing in it. (PS I was goona remake it because I dont like the look anymore (IE I can make more preety heightmaps and textures now) not because I think its flawed in game play, but It might be so I thought Id check befor I started.

3) Does anyone actully play any of my maps? :P

aGorm
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Zoombie
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Post by Zoombie »

I play you're maps. Its other people not playing you're maps thats the problem.

And Blackstar was a bit porky.
Mmmm....pork...
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

I've got a PALM tree I'm workin on agorm... its not a bannanna tree like smoths, but it should fit in nicely, even better if both his tree, my tree, and his plants are used... :wink:

I might do the coral reefs I was planning too eventually..

you can always add the features for reefs to the colormap, and then just add the s3o's and tdf's afterwards :wink:
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FireCrack
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Post by FireCrack »

You should use the high-def models to generate normal maps for the low poly models, that would be awesome.
realBonk
Posts: 25
Joined: 05 Sep 2006, 18:26

Volcano Island

Post by realBonk »

Please do not remake this one... Since I am one of the few players that are responsible 4 spreading the actual version 6 throughout the AA2.11 community. Thats because every game I host is based on this map (version 6). It is my favorite map. Its so full of game potential. Allmoste every tactic is possible to secure the win. :roll: :roll: :roll: :roll:

Allmost every guy that joins my game starts hosting his own with volcano_v6
isn't this what u wanted?

best regards realBonk
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hrmph
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Joined: 12 May 2005, 20:08

Post by hrmph »

Your maps are great aGorm! One thing I must admit is that I dislike the outer area of black star (The nearly un-buildable gray/white high-ground). If you changed it, the porc-factor might be improved upon as well. Volcano Island is a good map; that being said, I'm sure if you redo it, it will be even better.
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Erom
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Post by Erom »

Blackstar is my current favorite map, agorm!
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aGorm
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Post by aGorm »

What the!?!? A bunch of fans appera out of nowere...

RUN AWAY!!!

Now thats seriosly odd... I havn't seen anyone playing any of my maps when ever I'm online... Either you all live in teh US or Im on a differnt server!!

Just out of intrest... whats wrong with teh un-buildable gray/white high-ground hrmph?? :(

BTW realBonk... That map yopu liek teh look of, the purple one, will I cant release that realy untill the new map format comes out... few to many annoyancies with teh current way it works. Sorry... :(

However I am now starting to work on a new map that should kick ass... :-) hopefully you'll like that one.

BTW... on a 1 - 4 player map how much total metal do u rekon there should be for a lvl 1 mex? would 20 be enough? (IE 5 for each player in a 2v2, 10 each in a 1v1?) or is that to little? (assume like 30% at start the rest contested)

aGorm
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LordMatt
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Post by LordMatt »

I finally got around to playtesting this one, though unfortunately it was with a bunch of noobs. I think the sides might be a little bit too easy to porc. Maybe if the path around those hills next to the water was a bit wider. The map takes a LONG time to walk a kbot from one side to the other. It might get played more if the whole thing were reduced in size a bit (maybe 10X30?). Finally, it needs some features! :P
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Dragon45
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Post by Dragon45 »

Guardians.
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Neddie
Community Lead
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Post by Neddie »

Blackstar... is rather fun. I train AI on it, if I have the time. Are there chokepoints? Yes. Are there too many of them to defend? Yes. Is that a good combination? Yes.
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aGorm
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Post by aGorm »

Ok, just so you know, once I will release a smaller version packed with the large one (to save file size), it will probablie be 8 x 24.

They will both have rocks and, of course, the startues. :-)

I better get cracking!

aGorm
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