Release.... Four Lakes v2
Moderator: Moderators
Release.... Four Lakes v2
Hopefully I added enough crossing points, which are all passable for all ground units as well as ships.
Link.... http://www.fileuniverse.com/?p=show&a=it&id=4158
Screens
http://muf.222clan.com/screen012.jpg
http://muf.222clan.com/screen013.jpg
Link.... http://www.fileuniverse.com/?p=show&a=it&id=4158
Screens
http://muf.222clan.com/screen012.jpg
http://muf.222clan.com/screen013.jpg
Last edited by mufdvr222 on 12 Jan 2007, 05:42, edited 1 time in total.
I think this version will be superior. One ocean > three oceans.
I didn't think it was possible, but the shallow water bridges are simultaneously deep enough for submarines and shallow enough for weasels. Weasels, flashes, and other short units are unable to fire when they cross, as they are completely submerged.
I want to play a game on it, but until then I can still offer some feedback...
-There are two strengths of metal patches on this map, I think they were 1.6 and 2.2 or so. I'd like it if the patch texture would reflect which is the stronger type, as right now the only way to tell is F4.
-You should make use of the WaterAbsorb variables in the .smd file. As of right now, it doesn't seem like the water absorbs any light. With reflective water on and the camera straight above the ocean, it's almost impossible to tell that water is there.
I was excited to see that Spring offered this ability, because you can make water act very similar to how it does in real life; water first absorbs higher wavelength light (red), then lower wavelength (green), and only the lowest wavelengths are not absorbed (blue). I think I found a pretty good setting for Tangerine:
WaterAbsorb=0.012 0.0060 0.0045;
-Your detail texture doesn't seem to be working, at least not for me. I've not yet used a custom one, just the default, so I don't know what to tell you is wrong. If I had to guess, I'd say to check the color depth of your detailtex.bmp and make sure it's the same as other people's.
Looking forward to seeing it in action.
I didn't think it was possible, but the shallow water bridges are simultaneously deep enough for submarines and shallow enough for weasels. Weasels, flashes, and other short units are unable to fire when they cross, as they are completely submerged.
I want to play a game on it, but until then I can still offer some feedback...
-There are two strengths of metal patches on this map, I think they were 1.6 and 2.2 or so. I'd like it if the patch texture would reflect which is the stronger type, as right now the only way to tell is F4.
-You should make use of the WaterAbsorb variables in the .smd file. As of right now, it doesn't seem like the water absorbs any light. With reflective water on and the camera straight above the ocean, it's almost impossible to tell that water is there.
I was excited to see that Spring offered this ability, because you can make water act very similar to how it does in real life; water first absorbs higher wavelength light (red), then lower wavelength (green), and only the lowest wavelengths are not absorbed (blue). I think I found a pretty good setting for Tangerine:
WaterAbsorb=0.012 0.0060 0.0045;
-Your detail texture doesn't seem to be working, at least not for me. I've not yet used a custom one, just the default, so I don't know what to tell you is wrong. If I had to guess, I'd say to check the color depth of your detailtex.bmp and make sure it's the same as other people's.
Looking forward to seeing it in action.
@ hunterw There are two metal patch types,, have another look
And I did use a detail tex.
@ Noize I looked at some of the rocks that are around, and I don`t like them, they also don`t suite this map, and I don`t make features in any case so there it is. <edit> but I agree some suitable rocks would look great.
And I did use a detail tex.
@ Noize I looked at some of the rocks that are around, and I don`t like them, they also don`t suite this map, and I don`t make features in any case so there it is. <edit> but I agree some suitable rocks would look great.
Map uploaded to FU, other links are updated.Goolash_ wrote:i think that hosting that file on your own and not posting it in UF is not a smart move, i tried hosting a game in that map and having to post the link every time someone joins and having people say they cant find the map all the time is not really fun...
http://www.fileuniverse.com/?p=show&a=it&id=4158
Strategia wrote:
The shallow connections between the lakes used to be land bridges, hence four lakes.
more like 3 lakes
i think it will be pretty easy to hold the shallow connections with torpedo launchers / depth charge launchers - land vehicles get utterly pwned by torpedos. i still have not played it though, so i can't say anything definitively.