Omega island

Omega island

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

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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Omega island

Post by PauloMorfeo »

The "Omega" island map is finished. Here are some screenshots:
Image
Image
It is suposed to be a 1v1 or 2v2 map. It will probably lead to not long games with a wide variety of diferent tactics. Can't talk more now as it is already 7:21 and i'm also running on ... 12 hours since i last had food... ( :shock: )

The metal map:
Image
It now has 3 metal patches on water. Still, not plenty as i intend this map to not be all-mighty boats.

The closeness of the two endings:
Image
Image

The water height and shore inclination:
Image

General overview of map and sky:
Image
Keiichi
Posts: 20
Joined: 23 Aug 2005, 18:30

Post by Keiichi »

download? ;)
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Keiichi wrote:download? ;)
Did i mentioned i wasn't thinking very clearly by then? (must start paying more attention...)
Omega Island download!
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Looks good, but is there any particular reason the metal patches are visible and a seaweed green?
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SwiftSpear
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Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

FizWizz wrote:Looks good, but is there any particular reason the metal patches are visible and a seaweed green?
Agreed, although I like the visible metal, the seaweed green is kindof funny... Make it either aluminium blue or rust red, those are far more common indicators of metal presence in nature.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

FizWizz wrote:Looks good, but is there any particular reason the metal patches are visible and a seaweed green?
Seaweed green? Well, they look to me like rusted metal mixed with sand or something. (but i also think that the texture on the ground of the water looks like coral but no one else seems to think that, :lol: )

The metal patches are visible mainly because of gameplay issues. I like to have them visible to know how to build my other stuff related to future mexxes.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Is your display color corrected?
On a sRGB tuned eizo display, those metal patches have the healthy yellow-green of snot :D

...
Which reminds me: can metal patches be also reflective with the new version? Or is the support of alpha channel for reflectivity unit-only?
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I'd bet it's unit only, as our texture maps don't have any reflectivity settings we can play with... I have no idea if it's possible with typemaps, but typemaps are so glitchy right now in thier 1/8th resolution...
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