[ *MAP Revamped*] Map .. in the works .. Metal Isles V2-0-1

[ *MAP Revamped*] Map .. in the works .. Metal Isles V2-0-1

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

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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

[ *MAP Revamped*] Map .. in the works .. Metal Isles V2-0-1

Post by genblood »

.

.. Hi, ALL,

I've been messing around with the mapconv tools, PS Pro and
other tools to make TASpring maps. I'm all most done with one.
Here are some screenshoot and other things :lol: .

URL is here http://generalblood.tripod.com/

I hope to have it complete in a few days ... I know its only
for pics . I'll post more just before its done ...

UPDATE: map done you can get it here:

http://www.fileuniverse.com/?page=showitem&ID=1062
..

.[/url]
Last edited by genblood on 27 Jun 2005, 16:42, edited 6 times in total.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

There's something really bad with the heighmap. You'll have to redo all slopes so they aren't so stair-like.
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

.

..

Ok, I'll look at the height map and fix the stairs affect. I'll
post more screen shots when its done.


.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

lol loving the random stuff! just like my room! can you get that pascal thingey to work... i mean i can't think in logs let alone using pascal to solve stuff! :roll: stupid A2 level maths :?
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

I like the stair thing... Maybe you could have one stair and one slope for veichles?

Anyway, it looks like a pretty good level...
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

.

.. the map is almost done. I just need to add a few Geos and I'm
done with the map. I updated the pictures of the maps. To see
them just click on the link
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Yea, it's nice...
Just reambear to test those vertical walls!

You know, that reminds of starcrafts indoor mission maps mixed whit SC space maps.

Anyway, still nice.

(SPAM SPAMMITY SPAM SPAM)
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

.

..

.. I made a few changes near the walls. I added a little water
hazard near the walls. This will stop must units in their tracks
from going over the walls. I still have a few things to fix on the
map. I should have it finished tomorrow sometime.


http://generalblood.tripod.com

Post your opinions on the screen shoots ..

.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

looks good can't wait till its out, whats the metal distribution going to be like? CPIAs falling was the middle bits gave a massive amount of metal
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

.. THE MAP is DONE ... 8)


You can get it now from FU http://www.fileuniverse.com/?page=showitem&ID=1054


I hope you all like it ....

.. :-)
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Whoah, sharp edges! It's so blocky! And less vertical walls would result in better texturing of them. Just make sure the heightmap pixel gradient is constant on the slope so it's not stair-like.

The overall feeling is very dark, may suggested lightening a bit the whole map texture?

Also, in pictures like screen12.jpg, you can see it it's impossible to see edges from behind. The plateau texture merge perfectly with the ground below. In my own metal map I countered that by changing the tint and brightness of all area of the texture map corresponding to plateaus.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Photoshops dodge tool would be usefull there, he could brighten up the tops to get some visual perspective going between the wall tops and the low flat areas. I like the green water :-)
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Red Dragon
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Joined: 12 May 2005, 13:58

CRAP...

Post by Red Dragon »

I started working on this map 4 days ago and finished it just now. And what do i find? exactly...this thread.....so CRAP! BUT: i saw you have/had some issues with your map.... perhaps my textures and heightmap combined with your light/colour schemes would make an ace combination....

here are 2 screenshots:
Image
Image
and a (crappy) minimap:
Image

and off course the map itself:
http://www.phoenixworx.org/rd/MetalIsles.zip

BTW, my version of the map is 23 x 23
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

.
.
Yours is more like the way Metal Isles should have been. I've
had a few issues with the slopes. I added water around the
walls to provent units from coming over ...

I added a few features 8) The next time I'll design someting
different ...
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

.


.. I messed up my height map. Going to fix it and fix the .smd
file too. To make the resources more balanced ...

I should have it fixed by tomorrow ...

..
User avatar
genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

.



.. I fixed the issues with my map. You can get it from FU at this URL:
http://www.fileuniverse.com/?page=showitem&ID=1062


.. I hope you like it ... 8)
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