Tartarus
Moderator: Moderators
Re: new map
That last image is FRICKING AWESOME and i have just the texture you need (its a default bryce one lol, so easy).
Re: new map
Well that can be the texture on flats but on slopes i was thinking something like this :

and is it possible to make it so that they dont blend into each other like on some maps iv seen cause that look horrible..
I bet the problem with metging to textures on one map is the parts they meet in...what are the posible solutions?

and is it possible to make it so that they dont blend into each other like on some maps iv seen cause that look horrible..
I bet the problem with metging to textures on one map is the parts they meet in...what are the posible solutions?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: new map
That last image appears to be a tiling texture... IE, there's no reason you couldn't use it directly as is.
Re: new map
I might have to forgo the bryce and do this in photoshop. :DSwiftSpear wrote:That last image appears to be a tiling texture... IE, there's no reason you couldn't use it directly as is.
Re: new map
On the gameplay of the map, for a 1v1 and for most maps in general, you want a nice, good, solid gameplay flow, with directions to push in and areas to contest, defensible points and flatlands etc.
You have a few defensible points, some interesting terrain, but only really one metal path, curving into the middle. If you push your com along here it becomes comwars in the centre (And if you dont, you lose those spots!) though i assume that hole is large enough to prevent you just camping all those middle mexes. The only other choice than to push com/cons into the middle is the 'special' spot (on the flats, which is only 1 mex to cap/defend, and the 'gimmick' spots on the hills. As general advice, id really avoid gimmick spots like that.
What can cap them? Air? In CA, Venoms? In CA arm would be mandatory on this map and it would be flea/venon wars for those hills and once they are capped, they wont change hands. I dont know, this might be interesting- but you've kind of weighed the metal a bit heavily in those spots.
The 'special' spots on the side hills give 28 metal in total, as much as -all- the regular spots on the ground together.
The kbot only spots give 12, which is a significant amount. The combined metal of all the regular spots + special spots vs the ones on the hills- the hills actually have more metal, by about 6-7.
Thats kinda excessive for 'gimmick spots'. I dont even know that the kbot spots need so much metal- just having kbot-only ridges is an advantage to kbots (Though this depends on if its BA or CA, CA kbots are more competitive on flat terrain, so rely less on ridges for viability).
Other than that looks kinda interesting, but id have to play it.
You have a few defensible points, some interesting terrain, but only really one metal path, curving into the middle. If you push your com along here it becomes comwars in the centre (And if you dont, you lose those spots!) though i assume that hole is large enough to prevent you just camping all those middle mexes. The only other choice than to push com/cons into the middle is the 'special' spot (on the flats, which is only 1 mex to cap/defend, and the 'gimmick' spots on the hills. As general advice, id really avoid gimmick spots like that.
What can cap them? Air? In CA, Venoms? In CA arm would be mandatory on this map and it would be flea/venon wars for those hills and once they are capped, they wont change hands. I dont know, this might be interesting- but you've kind of weighed the metal a bit heavily in those spots.
The 'special' spots on the side hills give 28 metal in total, as much as -all- the regular spots on the ground together.
The kbot only spots give 12, which is a significant amount. The combined metal of all the regular spots + special spots vs the ones on the hills- the hills actually have more metal, by about 6-7.
Thats kinda excessive for 'gimmick spots'. I dont even know that the kbot spots need so much metal- just having kbot-only ridges is an advantage to kbots (Though this depends on if its BA or CA, CA kbots are more competitive on flat terrain, so rely less on ridges for viability).
Other than that looks kinda interesting, but id have to play it.
Re: new map
Damn.
Iv been trying to add a new texture for the water cause it needs to be lava but after tweaking the smd file adding the new texture name i am not sure where and how i need to add the new lava texture so it replaces the default one.
Iv been trying to add a new texture for the water cause it needs to be lava but after tweaking the smd file adding the new texture name i am not sure where and how i need to add the new lava texture so it replaces the default one.
Re: new map
[WATER]
{
water stuff
WaterTexture=[filename].jpg;
}
{
water stuff
WaterTexture=[filename].jpg;
}
Re: new map
Yes i know i tweaked the smd.
But how do i add the water texture file itself..when the map complies.
But how do i add the water texture file itself..when the map complies.
Re: new map
Im compiling using tasmapmaker.
can i just unrar the compiled map and add the texture ? than rar it back and rename back to sd7? cause i tried that and it wont work.
can i just unrar the compiled map and add the texture ? than rar it back and rename back to sd7? cause i tried that and it wont work.
Re: new map
Yes, welcome to tiling. Any very distinctive texture like the lava one you posted will look shit awful when used as a main texture due to how repetitive it looks tiling over and over.
(if that's what you are asking, your question isn't partucularly coherant)
(if that's what you are asking, your question isn't partucularly coherant)
Re: new map
Shit now i have another problem.It resizes the texture making it smaller which one bigger areas looks very repetetive.
yeah..thing is that it resizes the texture.. the texture is big enough to not look repetitive but it resizes it.
yeah..thing is that it resizes the texture.. the texture is big enough to not look repetitive but it resizes it.
Re: new map
can i somehow tell it to not resize the texture?
Re: new map

To let everyone know how this is progressing...
Re: new map
H o l y F u c k
Forget emmanuel, fuck in THIS.
Forget emmanuel, fuck in THIS.
Re: new map
Yeah saktoth is doing a great job in the texture department.
Back to my question!!! why is my water texture gets resized!!!it is a 500x500 texture and the map is about 4kx4k.
The middle pit should be at least half covered by it without repeating..Yet it resizes the texture and i get a few tens of repetitions on the pit,that of course looks butt ugly.
Back to my question!!! why is my water texture gets resized!!!it is a 500x500 texture and the map is about 4kx4k.
The middle pit should be at least half covered by it without repeating..Yet it resizes the texture and i get a few tens of repetitions on the pit,that of course looks butt ugly.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: new map
It's hardcoded to do that gota.
Set voidwater to 1, and use that texture on the actual map.
Set voidwater to 1, and use that texture on the actual map.
Re: new map
Hard coded? Ugh yuck. Mappers should at least be able to set their own scale for the water surely.
Oh well, as you can see, there is lava on the map texture so thats what we've decided to do, as sexy as that above texture is.
Oh well, as you can see, there is lava on the map texture so thats what we've decided to do, as sexy as that above texture is.