Lava Highground

Lava Highground

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mufdvr222
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Joined: 01 May 2005, 09:24

Lava Highground

Post by mufdvr222 »

It was suggested the map would be be better with metal patch graphics,
I am opposed to having miltiple version of a map floating about the place but I think with a classic old map like this its worth the effort/trouble,
The link is updated with this FINAL version.
I also took the opportunity to get all the metal patches producing about the right metal,, for the most part.

http://www.mufdvr.222clan.com/lava.rar
Image
Image
Last edited by mufdvr222 on 10 May 2005, 08:05, edited 5 times in total.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

Barathrum sky IS NOT BLUE NOR WHITE!!!

TA Briefing Scrolling Panorama of Barathrum

*.smd can be opened with Notepad. It is simple and easy.

Stop butchering the classics!

Stop releasing crappy maps!

What's the point in having a fine 3D engine with dynamic shadow, grass, and all, if all the maps are eye-hurting bad ports?

Take your time, but do quality work.
Last edited by zwzsg on 11 May 2005, 10:18, edited 2 times in total.
Torrasque
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Post by Torrasque »

Fear zwzsg's wrath ;)
but, I agree with him
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zwzsg
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Post by zwzsg »

The heightmap follow the texture map well, and that is good.

The metal map is quite different from original TA LHG metal distribution. It's like metal patches have grown alot, and even fused in the middle. I think the map's mechanic is quite changed when you can put ten mexxes on a single patch.
Metal Map
Maybe their radius overlap a little and they don't work at 100%, but still, it gives much more metal than it should. You can either:
- Increase the ExtractorRadius so it extends just a bit more than patches.
- Reduce the metal stain sizes to TA-sized patches.

Especially if you're going for TA-style patches, please take the effort to put metal patch texture on the color .bmp where metal concentrations are. That's one of the reason which make me say "Stop releasing crappy maps, take the time to do quality work".

AND CHANGE THE SKY COLOR!!

Really, it's very simple to get green clouds over a dark sky. Even if it's not perfectly exactly like in the briefing scrolling landscape, you could at least have tried.
Last edited by zwzsg on 11 May 2005, 10:18, edited 1 time in total.
mufdvr222
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Post by mufdvr222 »

dupe post sorry all.
Last edited by mufdvr222 on 08 May 2005, 03:19, edited 1 time in total.
mufdvr222
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Post by mufdvr222 »

Yeah well its my first attempt, I can easily fix the metal as for the sky I increased the contrast and brightness of the screenshot.jpg, how could you not notice the obvious difference between the screenshot and in game levels,,.

Finally,, zwzsg
"quote:Stop releasing crappy maps!"END QUOTE:

tone down the language you use in your posts please, theres no need for it,,
I reviewed maps at TAMEC four four years and never found it necessary to talk to people like that. No matter how bad the map, just point out peoples mistakes if you are compelled to and help correct them.
In short what I am saying is if you cannot be constructive with your comments then where I am concerned please keep them to yourself.

yes the map is as rough as hell I am aware of that I will be releasing a fixed version tonight JUST FOR YOU. Although at the moment I don`t fully understand how to get the water colour I want, which is red.
The same applies to the sky,, as soon as I can understand how to do it the map will have the right coloured sky. Do you have some help to offer me or is the temptation to reply and rip another strip off me too great.
Last edited by mufdvr222 on 08 May 2005, 03:26, edited 1 time in total.
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AF
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Post by AF »

ZIPPIT!

You two are going at it like rabbits arguing like that over it

Zwzsg, calm down, it's his first by his own admittance, and no matter how high your map skills are you cant expect him to live upto them. Go and make your own version and show him how it should be done. Yet you seem to ahve actually played the game for the whole point of simply marking him down as shown by screenshots you took. Aside from that your points where valid and if presented calmly and concisely they would likely have been noted and that would have been the ened of it. Anythign mroe will have been uncalled for as is noted here from your actions.

mufdvr222, aside from a name that isnt spiffy at all for me to type, I suggest you read through the maps forum in its entirety and keep an aesthetic mind when dealing with maps. Also keep in mind that wether it works for the problems your system ahs is irrelevant as it will be the community who plays any releases and thus it should work on all computers as intended and not tweaked for your own. Just keep those in mind.

And try not to double post either
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zwzsg
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Post by zwzsg »

My comments are negative but I thought they were still constructive as I tell what's the points I don't like and the varied ways to improve them.

You cannot change the water surface color at the moment. Maybe setting the whole map above water, but having the red area filled with spikes could make it impassable. I tried on one of my map, it seems to works, but slow down FPS alot when looked at and require not to use the -l tag (lowpass filter).

To change the sky and cloud color, open the .smd with notepad. You should see things like "FogColor" "CloudColor" and "SkyColor". The three numbers after are Red Green Blue values, from 0 to 1. For instance 0 0 0 is black, and 1 1 1 is white.
mufdvr222
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Post by mufdvr222 »

Alantai Firestar wrote:ZIPPIT!

You two are going at it like rabbits arguing like that over it
Understood and I accept what you said. :-) There was no tweaking of the map for myself I just adjusted the levels on the screenshot as the content was too dark for people to see.
mufdvr222
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Post by mufdvr222 »

[quote= The three numbers after are Red Green Blue values, from 0 to 1. For instance 0 0 0 is black, and 1 1 1 is white.[/quote]

Thanks zwzsg and sorry about the nasty reply of mine, It was a rush job no question about it, watch this space for an update.. :wink:
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AF
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Post by AF »

Merge it all into one post! No need for a double post like that, your just wasting time and effort on somethign whcich pushes up your post count
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PauloMorfeo
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Post by PauloMorfeo »

zwzsg wrote:My comments are negative but I thought they were still constructive as I tell what's the points I don't like and the varied ways to improve them.
...
There is no need, however, to be rude. Play nice!

I'm looking forward to see this map well ported as it is one of my favorites (taking off those times when my friends go have they're comms explode in the middle and say they never entered there...).
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Enogh is ENOGH cof cof

Post by mongus »

Ok i think i had it!

This gotta be over, and this is the best example i can find!
God dm it!

Now is the time and the place to say!

Is there a way to restrict Alantai's posts in width?
I mean, like in the notepad its in format (dont remember the name (in english).
By no means im trying to protest against alantai's posts in content,
but in the effect they have in the Wide of the messages..

Maybe this doest happens in IE, but here in mozilla, 3 screens long post...

... :|

You spected something ontopic? nah!
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AF
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Post by AF »

The reason they're wide is because zwzsg posted that barathrum image that stretches the page loads, so dont blame me for wide posts, blame zwzsg.
mongus
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Joined: 15 Apr 2005, 18:52

ok

Post by mongus »

It was nothing against you Alantai, but it was a good example, and i was kidding anyhow (at least at the beguinning of the post).
So you are telling this happens only when .. somehow the post has been already stretched? :-)
The Grand Poobah
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Post by The Grand Poobah »

Hey, the map looks great now. Good job. It could still use visible metal patch textures though.
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PauloMorfeo
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Re: ok

Post by PauloMorfeo »

mongus wrote:... you are telling this happens only when .. somehow the post has been already stretched? :-)
The width of the forum only stretches when it has a feature that it has to be on the same line without separation. Pictures.

Too much letters are always sent to the next line and even images if there is more than one in the same line but it will not separate one image.
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zwzsg
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Post by zwzsg »

Put my pictures between URL instead of IMG.

Now the map is all good, and all my critizing lost their reason. The metal patches are visible, and correspond well to the metal map, and there's even different density of metal for different looking metal patches.

The sky is dark green like it should be, but anyway ingame the TA overview is nearly the only one used, so it doesn't matter that much if it's not a perfect Barathrum sky.

And the heightmap is amazingly well aligned with the texture map.

So now Lava Highground is as perfect as the Spring engine allow it.

Took the liberty to upload it on FU
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Thanks zwzsg appreciate it. :-)
Shame about the lava though, units can cross it,, I thought about your suggestion re: making the heightmap lumpy where the water is located to stop ground units pasing but it looks wierd, I guess it would be something players should agree on before playing a lava map where the impassability of the lava is at the heart of a maps mechanics, at least until a solution arises.
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