New map Zeus5 Craters and Hills

New map Zeus5 Craters and Hills

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

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cronos
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New map Zeus5 Craters and Hills

Post by cronos »

This map is mostly designed for FFA and Team battles with up to 8 players

It is rendered In Carrara 6 Pro a 8192x8192 texture resolution and a 16bit high map.

http://www.unknown-files.net/3626/Zeus5 ... and_Hills/

Image

Fixed Link, added minimap. NOiZE
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REVENGE
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Post by REVENGE »

Who are you???? :shock:
DZHIBRISH
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Post by DZHIBRISH »

the minimap is nice looking besides that i have to say its kinda unplayable.. you cant understand when the ground gets higher and when it gets lower
holes look like hills hills like holes..a mess and it hurts the eyes ..
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Neddie
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Post by Neddie »

He's a madman!
Saktoth
Zero-K Developer
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Post by Saktoth »

The file size on this seems a little large- there is no way it should be 28 mb, is there? (Edit: Okay, its a pretty large map actually).

Anyway, the metal per spot is 3.9, and there are a lot of metal spots. Combined with 5-25 wind, this will make the map virtually unplayable due to economic issues.

Tone the metal down to 1.5-2 per spot, and the wind to 1-20 or less.

I personally didnt have that much of a problem with the height map after i realised yellow was low and green was high, but i understand that complaint also.
Last edited by Saktoth on 15 Oct 2007, 03:14, edited 2 times in total.
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ralphie
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Post by ralphie »

DZHIBRISH wrote:tyou cant understand when the ground gets higher and when it gets lower
This was going to be my general reply. You basically have to press f2 to figure out which slopes a vehile can or can't get up - the texture needs to more acurately reflect the heightmap.
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rcdraco
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Joined: 22 Nov 2006, 02:50

huh

Post by rcdraco »

Here's a little help for people who can't figure it out:

Image
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Envy
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Joined: 05 Jul 2007, 01:09

Post by Envy »

The reason it is hard to distinguish between hills and holes is due to the lighting is backwards.

In a gradient, or top down view for that matter, darker on top and light on bottom generally gives an Inset illusion. On the other hand, darker on the bottom and brighter on the top makes something flat appear to come towards you.

Look at the gradients on this board for example. The top blue one appears to be inset, as the human eye is generally used to the light source to be from above.

If he were to flip the texture map and the height map vertically, it would look just fine to the human eye, and up from down would be easily distinguishable.


Heres how it would look if he flipped.
Image
Saktoth
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Post by Saktoth »

Envy wrote:The reason it is hard to distinguish between hills and holes is due to the lighting is backwards.
No its not. The light -is- coming from the top. Yellow bits? CRATERS. Not hills.
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Pressure Line
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Post by Pressure Line »

DZHIBRISH wrote:the minimap is nice looking besides that i have to say its kinda unplayable.. you cant understand when the ground gets higher and when it gets lower
holes look like hills hills like holes..a mess and it hurts the eyes ..
i dunno about you, but i dont play on a fullscreen minimap... so the minimap looking a bit odd ISNT THAT BIG A DEAL!

if you are playing on a map and cant tell the difference between a hill and a crater... perhaps you might consider getting some new glasses, or one of those awesome montior/graphics card combos that i hear they have now, that can do better than 640x480 :|
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smoth
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Post by smoth »

red, yellow and orange are forground colors

green is closer to blue which is a background color. thus having yellow holes will result in them being read as higher.

gb2 color theory.

Yeah it will read inverted.
imbaczek
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Post by imbaczek »

judging from the screenshot I thought those were hills. IMO this needs a fix.
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hunterw
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Post by hunterw »

imbaczek wrote:judging from the screenshot I thought those were hills. IMO this needs a fix.
you never see an isometric view of a landscape in game, you see it in 3d with parallax so its no prob
Saktoth
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Post by Saktoth »

smoth wrote:red, yellow and orange are forground colors

green is closer to blue which is a background color. thus having yellow holes will result in them being read as higher.

gb2 color theory.

Yeah it will read inverted.
Nice one smoth, hit the nail on the head!
DZHIBRISH
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Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

well i play on 12zz x 10zz and i said the minimap looks nice and the map looks nice but it is confusing as some others have mentioned as well so instead of me going to buy glasses maybe you should relax and start making some sense.
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Pressure Line
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Post by Pressure Line »

Image

brilliant map. i love it. im still not sure what all this malarkey about the minimap is all about. i seem to be quite able to see where teh highs and lows on the map are.
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smoth
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Post by smoth »

look at the lower half of your shot. That looks like yellow hills to me. In the angle I play at and in TA camera it messes with your depth perception.




BTW cronos, that doesn't mean this map isn't nice or that we do not appreciate your effort, just that we are all a bit tripped out about the texture as it plays with our eyes.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

The way you fix this stuff is to bake on shading, not really any other way to do it cleanly...

open tex, new layer, paste in heightmap, set blending options to overlay. Will definately help, but I doubt it will fix everything.
imbaczek
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Post by imbaczek »

smoth wrote:BTW cronos, that doesn't mean this map isn't nice or that we do not appreciate your effort, just that we are all a bit tripped out about the texture as it plays with our eyes.
Truth.

I like the idea and the layout, it's just messing with my perception.

Image
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cronos
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This is the corresponding height map

Post by cronos »

This is the corresponding height map


Image
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