WIP: Mega Hyper Super Giant Intercontinental Nuclear War - Page 2

WIP: Mega Hyper Super Giant Intercontinental Nuclear War

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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Post by smartie »

are you still planning on releasing this map? I think a smaller version would be a good idea. I doubt my computer could handle a 64x24 size map.
Zagupi
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Joined: 26 Jul 2006, 11:50

Post by Zagupi »

Inside information: Neither can his :P

(edit)
btw, what are the biggest maps in existence today?
mufdvr222
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Post by mufdvr222 »

For TA its about 63 x 63
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i think the biggest spring map is Epic, which is 40x40
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Nemo
Spring 1944 Developer
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Post by Nemo »

PicassoCT's latest map is 64x16. It takes forever and a day to load, but is still really cool.
Aurora
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Joined: 22 Oct 2006, 01:16

Post by Aurora »

Being back in the Spring scene now, I'd like to finish this map. However, I don't have enough memory to compile it. Would anyone else like to do it for me?
manored
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Joined: 15 Nov 2006, 00:37

Re: WIP: Mega Hyper Super Giant Intercontinental Nuclear War

Post by manored »

JJ45 wrote:img509.imageshack.us/my.php?image=mapthingpn4.jpg
img87.imageshack.us/my.php?image=mapthingmetalok4.jpg

(First image was made in PSP8 to simulate what it would look in-game)

The map size is 64x24, so people who don't like big maps or long-lasting matches; bye bye =D. I'm still working on the feature map. This will be my first map for Spring. I don't have a name for this yet, does anybody have ideas?
I think more small islands between the big inslands would be cool...
Aurora
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Post by Aurora »

Here's everything uploaded (I hope I didn't miss any files), if anyone wants to try compiling:

http://goannasvencoop.com/jj45/maps/bfm.rar
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cyclerboy
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Post by cyclerboy »

how much memory do you need?
Aurora
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Post by Aurora »

512 ram wasn't enough for it. I don't know how much it needs.
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smoth
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Post by smoth »

I'll see what I can do.
Aurora
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Post by Aurora »

Thanks! Feel free to make changes that you see necessary. I don't remember how height and water level are set, but if there is a setting that changes the heightmap's scale and the water level, the rock hills should be pretty much just for kbots to travel on, while the water level should be at where it appears on the picture I photoshopped. (Image)

Edit: I found this from compile.bat:

mapconv -c 0.8 -x 800 -n 50 -o BFM.smf -t bfm_texture.bmp -m bfm_metal.bmp -a bfm_height.bmp -f bfm_feature.bmp

I doubt the values are correct if I have written them, I remember just guessing some of them. Just pasted it if it's necessary, I can't rememember so I have no idea.

Edit: this was in fs.txt:

cluster0
cluster1
cluster2
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smoth
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Post by smoth »

your bmp texture has some weird issue with it.. it seems to be corrupt.
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Fourty Seven
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Post by Fourty Seven »

Holy shit, JJ45, are you the JJ45 that I played the specialists with and that made ts_stuntpath?!?! you might not remember me (ts name : [UTB] AKIRA), but if you do add me up to msn :P... I'mma draw up some map ideas for this, I just found out about spring, and holy shit :O looks sick, and I offer my help if required (2d / 3d creation :D)
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Peet
Malcontent
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Post by Peet »

Yay, another Atlantic Canadian! :D </offtopic>
Aurora
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Post by Aurora »

Fourty Seven wrote:Holy shit, JJ45, are you the JJ45 that I played the specialists with and that made ts_stuntpath?!?! you might not remember me (ts name : [UTB] AKIRA), but if you do add me up to msn :P... I'mma draw up some map ideas for this, I just found out about spring, and holy shit :O looks sick, and I offer my help if required (2d / 3d creation :D)
Well, I've been in many communities, and yes, I did make a few dozen maps for The Specialists when I stumbled upon it. :)

Smoth: I'm reuploading the .bmp, I'll put up a link soon.
Edit: http://goannasvencoop.com/jj45/maps/bfm_texture.zip
Aurora
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Post by Aurora »

Sorry for the double-post, but did the .bmp work?
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