The Trenches (Tired Preview)

The Trenches (Tired Preview)

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

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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

The Trenches (Tired Preview)

Post by PicassoCT »

Disclaimer: This Map is

a Preview, EperiMental, Huge, Huge in Filesize, Typemapusing, Symetrical, Equiped with Features, that i don`t get to work, and a Skybox that i split up with.


To those complaining about dl it with dial up (it has 100 Mbs) i uploaded it with dial up. And the Technique i use produces it in such filesizes... i regret nothing and i am - not forcing anybody into dl this Map. Look i even put the Evil pSY Amp away, so there is nothing between you and a free decision.

A Catalogue with all the Things you are not allowed to do with this Map in the US, will be shiped to you if you send me some Bucks ;)
You should not feed this Map to your cat. You should use this Map to clean your toilett. You should not throw this Map into your Neighbours Garden. You should not be responsible for anything.

The DL Link

http://www.bestsharing.com/files/ms0011 ... s.sd7.html

Image

Image

Image

Image

Image

Image

Image

To the Question of Way to much Metall or way not enough... it has for every side the amount of River Dale. And the Points of Harvest are Symetrical...

Some Geos are unfair, and me is tired. Hit it..

And give some Response on Gameplay...
Last edited by PicassoCT on 21 Oct 2006, 22:54, edited 1 time in total.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I've been beaten in the large filesize category :cry:

dling, I gotta see this.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

O come on FA, cheer up, it is just for a Moment, and in every other category i can`t even risk to raise my head :wink:

I can see it before my Eyes - > next Release of FA will be half the World and doulbe my size :)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

after taking a look...

Impressive... very impressive. I wish you had rendered using lowpass but meh, I'll live.

BTW you never sent me a pm about what weaver told you concerning image stitching. I am very anxious to know.

BTW interestingly enough. I get great framerates on this map. I had figured that they would suck, but nope, I got a pretty steady 45-50 (and on my system that's saying something).
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Dimensions?
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

That hosting site is terrible...75.8 KBps down from it :(
Shall someone UFize it?
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

I dont know how you got it to an 100mb filesize...and I CERTAINLY don't know how the hell you managed to upload it on dial up (It would take me 10 hours...yikes!). I can download it, but it would take 2 days of overnight downloading...which could go to waste...Im gonna wait for the final version. or conformation that this is the final.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

P3374H wrote:That hosting site is terrible...75.8 KBps down from it :(
Shall someone UFize it?
Interesting, I am getting about 100 kbps, its still slow :?

Still downloading but it looks like an interesting map Picasso, how about a 3ds max, mapping tutorial :-)
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

@ FA - i will explain how i stiched that together. I used Grout- the Programm that Weaver recommended me.

You have to install it, and put the Tiles (I used them in 4096x4096 size) in the Grout Directory. You have to rename them Acording to the Point they ly on the Map. In my Case.

Uper part of the Map

Trenches_x0y1 | Trenches_x1y1 |Trenches_x2y1 |Trenches_x3y1| till x=7

Down Part of the Map

Trenches_x0y0 |Trenches_x1y0 | Trenches_x2y0 |Trenches_x3y0 | till 7

That makes two lines of 4096x4096 Tiles

Now the Trenches.mmf Grout gets most of it Data out.

L3DT Mosaic master file
#MosaicName: TX
#MosaicType: tx
#FileVersionNo: 810
#FileExt: bmp
#nPxlsX: 32768
#nPxlsY: 8192
#nMapsX: 8
#nMapsY: 2
#SubMapSize: 4096
#HorizScale: 5.00
#TileState: 0 OK
#TileState: 1 OK
#TileState: 2 OK
#TileState: 3 OK
#TileState: 4 OK
#TileState: 5 OK
#TileState: 6 OK
#TileState: 7 OK
#TileState: 8 OK
#TileState: 9 OK
#TileState: 10 OK
#TileState: 11 OK
#TileState: 12 OK
#TileState: 13 OK
#TileState: 14 OK
#TileState: 15 OK
#EOF


Running Grout this will give you a 700 Mb big bmp.

To Convert this to jpeg i used Easy Graphic Converter 1.2 a Freeware Prog, that could handle it... The Rest is buisness as Ususal..

And in 3D Max... well i used nothing really new.. it is just modelling, like doing a Unit, just with Landscape. The Result is uploading it with Dial Up is really near ten hours..
Bhaal
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Joined: 03 Jan 2006, 19:54

Post by Bhaal »

maybe upload it to unknown files ? , your link is too slow for me
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

How does it Play?
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hrmph
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Joined: 12 May 2005, 20:08

Post by hrmph »

Cool map! It is really huge, a flea took like 4 minutes to make it across the map :-) I haven't got a chance to play it yet though. BTW did you compile this with the -L option in mapconv? If you didn't, it might smooth out some of the rough areas.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

I did compile it with Lowpass... it is one of the real backdraws of my Mapmethod, it produces sharpe Edges, but also ruins Planes..
Well i guess it will be hard to find Players to play it.. did you play against bots hrmph ? Can i have the Replay? Plz..
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Picasso - as always, this is a graphical stunner. And not too dark either (remember those days? :P ) Way to go! :P


I'll playhtest it sometime with my clanmates and give some feedback. Looks really interesting...

Now, if only animated skyboxes were possible ;)
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Pathing....



....Paaaaathing....


Paaaaaaaathiiiiiinnnnnnggggggggggggg........




FOR THE LOVE OF GOD, STILL PATHING


*spring opens*
*ai crashes*
*I press F1*
*spring disappears*
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Peetah ? Still there or did it crash xp ?

It works for me... can sb help him?

although f1 also doesent work on my side...

I sware that i wont make a bigger map!

(I can not be made responsible for what FA might planing at the Moment..

@ Skyboxes The Best thing would be, if we could make some kind of Minispring, with two Ais battling each other - just for Skyboxes..Two invisible Buildings spwaning Ships, tanks and other Spectacular things.. they shoot each other with Great effects and crash into the Ground
... it worked in Unreal Tournament...
(i made a Map back there, were you could jump through a Teleporter into the Skybox and fight on there... was very cool, when you watched in the normal level the "giants" battel in the Skybox..)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

PS: Can somebody playtest it with the Blobs ? I don`t find a acutall version, that runs in Spring..


Ashamed to admit it... but i can`t play it anymore.. all of the sudden, when i start spring.exe, hit AAI and Trenches.. it loads till Terrain Shading - the Pictures gets suddenly brighter and i cant play... plz help. thx.
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Don't mind me...I'm on integrated graphics :(

The 10 seconds I saw of it were quite amazing though.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Maybee i should change the Line 2- 8 Players into
2- 8 Seconds... :wink:
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Neddie
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

It didn't crash until I had 1000 Krogothes explode simultaneously on it.

So, in all honesty... it isn't a highly playable map for most mods. The metal distribution is too highly concentrated, the buildings that give 5000000000 metal are excessive, and the water is spotty enough to be a processor load without being useful.

It is a very pretty, amazing work from the perspective of an artist or a map maker, but it simply isn't viable for 90% of games.
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