Lava Highground, Lava and two hills updated

Lava Highground, Lava and two hills updated

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mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Lava Highground, Lava and two hills updated

Post by mufdvr222 »

Lava highground
I made a new heightmap for this map and disabled autoshow metal
also adjusted the water/lava level and implemented impassable water
I also took the opportunity to match the atmospherics for both maps in the .smd files.


Image

Image


http://www.mufdvr.222clan.com/Lava_Highground.sd7

Lava And Two Hills
http://www.mufdvr.222clan.com/Lava_And_Two_Hills.sd7
Image
Image
Last edited by mufdvr222 on 02 Aug 2005, 09:17, edited 1 time in total.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I always felt the ridge around the middle was higher, and so was the middle area, with ramps going upto it rather than across to it....
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Excellent work on the sky!

You can probably lose the blue tinge from the lava by changing the other water colours some more.

Some suggested value biased towards red.

WaterBaseColor=1.0 0.0 0.0; //color at water surface
WaterAbsorb=0.002 0.01 0.01; //how fast different colors are absorbed by the water
WaterMinColor=0.3 0.1 0.1; //the min value the water colors will go down to

Nice maps can't wait to see them finished.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Alantai Firestar wrote:I always felt the ridge around the middle was higher, and so was the middle area, with ramps going upto it rather than across to it....
I agree. Lava Highground was an interesting map to port, it looks very different in Spring as opposed to TA, more so than most other ported TA maps, actually the Lava tileset lends itself well for use in Spring maps, with some alterations to the textures the result can be surprising.

Weaver, I shall try those water colours you suggested and see what it lools like, this is what I have there at the moment

WaterBaseColor=1.11 0.0 0.0; //color at water surface
WaterAbsorb=0.006 0.006 0.004; //how fast different colors are absorbed by the water
WaterMinColor=0.1 0.1 0.3; //the min value the water colors will go down to
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Both maps are now updated with the new .smd water colours and are both complete.
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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Post by smartie »

What program do you use to convert maps into the new format? Sharpmap doesn't work for me anymore.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

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