--Map Update-- Core Prime Industrial Area - Revision 2

--Map Update-- Core Prime Industrial Area - Revision 2

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

--Map Update-- Core Prime Industrial Area - Revision 2

Post by MR.D »

This is my final attempt to restore OTA's Core Prime Industrial Area to its origional beauty and style of metal map mayhem.

Revision 1 was an attempt to use the origional Cavedog tiles to rebuild the map, and required a custom made height map created with an angled offset, which looked nearly like the origional.

The angled offset made it look strange, bent, and made it impossible to allign the origional textured tileset.

It also allowed for some exploits of the map which I never intended.


Revision 2 is created using a true 3d perspective, so it is 100% true to how the origional map is, I used 3 origional Cavedog tiles to make 20 unique tiles that are nearly identical to the origional tileset used.

I also made the remade the height map from scratch based on the OTA tile heights, so its crisp and clean, all walls have nice flat edges and no rounding except where it was soposed to be.

** warning **
This is not speedmetal, you will not gain a massive economy with only a few Mex's and windmills.

------------------------------------------
MAP size is as the origional at 20x20

Metal per lvl-1 mex is at 2.6

Wind is set to 0-10

Tidal power is set to 25
------------------------------------------

Metal is evenly distributed across the entire map just like in the origional.

THink of this map as an expanded Metal-heck, as both maps will play very similarly.

A couple Improvements I've made to this map are meant for better gameplay and to bring the experience of the origional map to the Spring engine.

The major improvements in this revision are.

1. Widening the land Bridges to the center Island to reduce Chokepointing and traffic jams,

2. Raising the water level so that ships can actually support advancing units,

3. Increasing movement speed to 1.3 default for all units.

4. Textures that fit the heightmap better

5. True perspective on the heightmap, and sharp clean edges

Core consciousness demands that you download & enjoy this map.
Crush any enemy forces that opose you!

DO SO NOW!


** Download Link **
4.96 mb
http://www.unknown-files.net/index.php? ... &dlid=1856


** Screenshots **
http://www.unknown-files.net/images/CP_ ... 020365.jpg

http://www.unknown-files.net/images/CP_ ... 800269.jpg

http://www.unknown-files.net/images/CP_ ... 098481.jpg

http://www.unknown-files.net/images/CP_ ... 389314.jpg

http://www.unknown-files.net/images/CP_ ... 239293.jpg
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Wow, looks very nice. You must've spent a fuckton of time on it.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

Awesome, CPIA is my favourite metal map :-)
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

That looks stunning 8)
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Very Good work!
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LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Much better then the current CPIA. less porcy and chokepointy.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

erm, you should be using SM3 format for metal maps so you can make the ground shiny. in SM3 that map wouldnt be 4MB it'd be 40kb, and a lot prettier


Of course you'd have to package the sm3 shaders with it....
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

that is in the wiki?
AF, could you help me figure out putting it into SM3 format?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

and of course shadows of units don't work

and there might be other bugs as it is experimental code.

and the shaders are missing in this release
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NOiZE wrote:and the shaders are missing in this release

Yep. Atm there is no point to making an sm3 map as you have absolutely no ability to see what is is going to look like with shaders.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Ok, in which case we should all look forward to Vrsion 3...

:P

aGorm
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Even thinking about remaking this map again makes me... LOL...

Although if the new map format (which I know nothing about) will let me do a nice bumpmap for the tiles I made, I'd be happy.

I bet it would look pretty nice with some bumpmapping, and a little bit of specular lighting.
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Well guys is this a worthy improvement over Revision 1 that I released earlier?

I havn't seen many games run on either map, guess speedmetal is all ppl want to play.. so sad.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

I play a game on CPIA almost every day.


Wider bridges and faster movespeeds make this one better than rev1 for sure.
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

MR.D wrote:Well guys is this a worthy improvement over Revision 1 that I released earlier?

I havn't seen many games run on either map, guess speedmetal is all ppl want to play.. so sad.
Don't be silly, Speedmetal, Altored and Supreme. Those are all people want to play ;)
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

lol so true :P.

I'll see what I can put together once the new Map format is in place, hopefull it won't be to hard to add shaders and bumpmapping into what I already have.
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hydr1x
Posts: 37
Joined: 12 Sep 2006, 04:51

Post by hydr1x »

great job bro i love this map spiders spiders spiders =p
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Gilgamesh
Posts: 8
Joined: 14 Sep 2006, 15:24

Post by Gilgamesh »

AHHH..... core prime industrial, how i love it...

I remember with the original TA i used to play large LAN games of this map...

large lines on dragon's teeth and defenders were my first basic line of defense (remember that defenders could shoot at ground units in OTA)

You must have spent a long bloody time redoing those textures...

I played the other two you made, and this is a major improvement over the others

I also read about that new format that could bring out very cool effects to the map... i would love to see a pimped version of core prime for spring :shock:

keep up the great work Mr.D :P
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