RE-RELEASE .. Metal-Isles-V3.1

RE-RELEASE .. Metal-Isles-V3.1

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genblood
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RE-RELEASE .. Metal-Isles-V3.1

Post by genblood »

I was surfing throught the WiKi pages an ran across
a review of Metal-Isles I did ... I forgot to add metal
in the water areas. So, I fix that issue and a few others.
I change the size to 22x20 ...

Fixed the type map issue and reset the wind value.


Download!
http://spring.unknown-files.net/file/34 ... sles-V3.1/
Last edited by genblood on 12 Aug 2007, 20:41, edited 3 times in total.
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NOiZE
Balanced Annihilation Developer
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Re: RE-RELEASE .. Metal-Isles-V2.0

Post by NOiZE »

genblood wrote:I was surfing throught the WiKi pages an ran across
a review of Metal-Isles I did ... I forgot to add metal
in the water areas. So, I fix that issue and a few others.
I change the size to 23x21 ...

Well i didn't test it, but in spring its theoretical impossible to have uneven dimensions... so 23x21 should be buggy.
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genblood
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Post by genblood »

I tested it with AI and it was "OK".

I just try it over the internet and got a crash in the
middle with luna errors.

I'm converting it to 22x20 right now ... :cry:
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Pressure Line
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Post by Pressure Line »

can AA/BA/CA/etcA hovercraft get up and down the ramps on this version? i have some old version that makes hovercraft useless, since they cant get up onto the land :(
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genblood
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Post by genblood »

I just tried the map with the mods and the hover units and water
units can go down the ramps.
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MR.D
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Post by MR.D »

The map still suffers from those rounded fugly walls, and not to be rude, but tbh there doesn't seem to be much improvement on the map compared to the old one.

The height map Needs a complete overhaul IMO.

The texture could also use some cleanup, or at least be improved some.

Reference the screenshots for this map, as this is what Core Prime maps should look like.

http://spring.unknown-files.net/file/18 ... evision_2/
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Dragon45
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Post by Dragon45 »

pimple hills ftw. core prime is hitting puberty!
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genblood
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Post by genblood »

Does this look better ...

Image

Image
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AF
AI Developer
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Post by AF »

you need a new detail texture. Metal worlds dont look like carpet close up
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Neddie
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Post by Neddie »

I would go with a null detail texture.
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REVENGE
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Post by REVENGE »

I think it would look cool if you had a Metal Isle day revision or something. Blue skies, bright sun, nice clear water, and most importantly a shiny landscape that's like chrome and reflects everything. :P

Of course, I've been told that most people would hate that...

:cry:
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MR.D
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Post by MR.D »

Naw, the texture is still really blotchy and weird.

Stick with the original Metal plate tile, and just use a different detail texture, like a medium gloss map, that needs to be defined in the map code smd, that can be extracted from my origional map, and will get rid of the carpet effect.

Here is the height map from my Revision of CorePrime Industrial area REV-2
You should be able to cut/paste the tiles out pretty easy.
http://www.mrd.str8-6.com/files/cp_h.rar

And the textures of my walls.
http://www.mrd.str8-6.com/files/castles.rar

Detail texture replacement
http://www.mrd.str8-6.com/files/detailtex3.rar
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genblood
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Post by genblood »

MR.D,

Thanks for the comments and files. I'll improve the over all
look and feel of the map with them.
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hunterw
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Post by hunterw »

MR.D wrote:and just use a different detail texture, like a medium gloss map, that needs to be defined in the map code smd
what are you talking about?

i can't find anything that defines a "gloss map" in core prime v2's smd nor have i ever heard of it, but it sounds intriguing. can you actually force the detail texture to be reflective?
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MR.D
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Post by MR.D »

The default detailtexture is a grainy texture, its just greyscale alpha with grits.

A glossy detail texture is a solid grey, that way the real map texture is not covered up with gritty stuff, and that is particularly important in metal maps.

You won't get a reflective map without using the new map format, but this can somewhat fake it.

I guess its been longer than I thought since I made a metal map, I thought that the detail texture was defined in the smd so my bad.
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hunterw
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Post by hunterw »

you're right, the detailtexture is defined in the smd, but there were no maekdetailtexreflective = 1 tags or anything so that's why i asked

by glossy you just meant the detail texture is solid grey 8)

i do remember seeing metalheck with a reflective detailtex, that's why i asked, but if we have to use the problematic sm3 it isn't worth it
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Neddie
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Post by Neddie »

We really need somebody who can take on sm3 from where JC left it.
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genblood
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Post by genblood »

I've take some advice from others and did some changes ... to the
main texture, height map and a few other things ...

So, here are some screen shots ...

Image

Image

Image


Post your comments? .. :roll:
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AF
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Post by AF »

Theyre those thigns you get cheap eggs and fast food drinks in
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genblood
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Post by genblood »

AF
Theyre those thigns you get cheap eggs and fast food drinks in
So , does that mean you don't like the new look. The screen shots
don't it any justice ...
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