Metal Heck, Shore to Shore, Castles, and Blue Planet!

Metal Heck, Shore to Shore, Castles, and Blue Planet!

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

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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Metal Heck, Shore to Shore, Castles, and Blue Planet!

Post by Neuralize »

Metal Heck

Shore to Shore

Blue Planet

Castles

Metal Heck

Image

Image

Image

Image

Shore to Shore

Image

Image

Image

Blue Planet

Image

Image

Castles

Image

Image

Image

Image

Image
Last edited by Neuralize on 29 Jul 2005, 19:12, edited 1 time in total.
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Zoombie
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Post by Zoombie »

Are these for the new map type wiggy? Or is that a stuipid question!
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

The maps are in the new format ..
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Zoombie
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Post by Zoombie »

Im dling them as i speak... write.... whatever!
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hrmph
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Joined: 12 May 2005, 20:08

.

Post by hrmph »

How did you convert them? Where is the new mapconv?
Last edited by hrmph on 29 Jul 2005, 19:23, edited 1 time in total.
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Neuralize
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Post by Neuralize »

Screenshots updated!
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AF
AI Developer
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Post by AF »

These should be stuck in the screenshots section at least. If those core shots where on the frontpage cut down to panoramic view....
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Neuralize
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Post by Neuralize »

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Gabba
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Post by Gabba »

Awesome screenshots!
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Zoombie
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Post by Zoombie »

Those screeny's are totaly... totaly Terrible! No im just kidding, there great!
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AF
AI Developer
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Post by AF »

That metal heck is impressive with that lighting. Castles could do with a little lighting change though it's already good looking.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

So...beautiful.

*Cries*

Those screenshots, especially the top-down metal heck one, are amazing.

I also love the easily-cratered sand and the rock towers.

Excellently done.
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm »

Jesus christ, Metal Heck looks SOOO FINE!!
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Fantastic shots :D
Gunthahaha
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Joined: 26 Jul 2005, 11:37

Post by Gunthahaha »

Fantastic computer :p
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aGorm
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Post by aGorm »

As ever, in a class of its own (but then everything Neuralize does is)

aGorm
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Neuralize
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Post by Neuralize »

:oops: Flattered. Any OTA maps that don't have trees that have a special place in anybody's heart?
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

definitely!!

that one called...

Heavy_Metal by Mike_Vox (tamec wont find "heavy metal" :? )

Image

too complicated :( ? (you said anybody)

e: if you have the time, please dont put too much metal there.. rusted metal?
i think 2.3 per mex is too much (in TA). e2: thats smart gnome.
Last edited by mongus on 31 Jul 2005, 00:37, edited 1 time in total.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

For that map layout, it could be interesting if only the lower sections actually gave metal output. Give a few small patches up top just to give people a chance if they get ran out, of course, but the sweet sweet metal brew would work well down below...
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aGorm
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Post by aGorm »

Well It is important to tell someone when there work is good!
And there are to many people in the habit of going "why could you have not done this or this" and I like to be more positive.

However after reading all teh coments I reckon you dont have to worry about that.

Quick question, did you set the shadows as to be realy dark on the metal heck map, or is that just because the ground is so dark anyway? The way its lit... Makes it look almost supream comander.

aGorm
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