New Map: Caustic Realm

New Map: Caustic Realm

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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

New Map: Caustic Realm

Post by hrmph »

It is a weird one! :twisted: Large map, decent amount of metal. This was made after I saw eraserhead, a movie by David Lynch. It was really bizarre! Download: http://fileuniverse.com/?page=showitem&ID=1242
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colorblind
Spring Developer
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Joined: 14 Mar 2005, 12:32

Post by colorblind »

That movie had quite an impact on you. Trees growing on metal ... you silly boy.
It looks good and strangely interesting at the same time. Good job.
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hrmph
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Joined: 12 May 2005, 20:08

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Post by hrmph »

Thanks! Thats what I was going for, a strange virtual-reality-like landscape.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

funkie!
that movies sounds pretty fucked up btw :lol:
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I dont know about the trees but without the trees It gives me the impression fo ti beign atmospheric

Maybe if you put distorted jagged metalic spires and tall things where the trees are to keep them in tone. Or you could put graves there........
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hrmph
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Joined: 12 May 2005, 20:08

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Post by hrmph »

Heh, The trees are actually a product of a bug in the most recent mapconv (green = trees). But when they popped up out of nowhere I liked the way they looked, so they stay.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

That looks surreal :-)
Shame the new mapconv still uses green on the terrain texture map for trees, I took it for granted this would have been fixed. :x yet a heap of other functionality was added to mapconv, gotta say I am at a loss to figure out why featuring the maps was not addressed. :roll:
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

We definitively need at least a switch to not have tree and grass auto-placed. Shouldn't take that long, no?

Then, I wish for a program that let me place the feature I want where I want.

About the map, I like the blueish greenish look, but:
- Why do you have to base the texture on OTA metal? Couldn't you take a texture that feel the same, but isn't based on it?
- The edge between the flank and the flat hilltop is too sharp. I wish rounder hills. But then we have trouble to find flat hand to build. Still try to think of a way not to have such edgy blocks.
- The tree really don't look like they belong there. You'd need some gnarled diseased full of root alien trees for that kind of map. Not those bright green perfecly normal and healty trees. We really a way to manually place all kind of features including 3rd party asap.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

what would also look really good on that map would be some mist floating around in the lower reigons. That would really add to the effect. It would also really slow down the FPS, but...

WE NEED FOG!!! *sulks*
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Fog in the valleys would look so good. But as siad would slow down teh game like hell, and you would not be able to turn it off unless everyone turned it off, seeing as it would give a tactical advantaghe to those without it... Such a shame...

From that mini map, it looks like you placeed a whole lot of shapes and then did a radial spin blur on the height map? Am i right? If not how the hell did you get that swirly effect?

aGorm
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hrmph
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Joined: 12 May 2005, 20:08

..

Post by hrmph »

Hey , aGorm your photoshop eyeball is on point :) Ever since photoshop 3 I've enjoyed spotting a photoshop product from afar. The blur gave the simple shapes a nice 3D shape, just like I thought it would. Anyways, in the future when features are implemented I'll be changing the trees to something else. I think Atlantai's metal spires idea would look sweet.
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