Mearth V4 - Update

Mearth V4 - Update

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Mearth V4 - Update

Post by Beherith »

Mearth is back with an update:

Widget for displaying Location tags (can be disabled by hitting f11)
Better texture
No scanlines
Fixed start position bug
Decent looking water
Fixed double mex spots
Revamped lighting
Minor heightmap changes for balance

Maplink:
http://spring.jobjol.nl/show_file.php?id=1746

Screenies:
Image

Image

Image
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Mearth V4 - Update

Post by Jazcash »

Omfg sex all over.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Mearth V4 - Update

Post by imbaczek »

gaia oliphants plz kthx
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Mearth V4 - Update

Post by TheFatController »

Ring of power lets you dgun while cloaked!
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Mearth V4 - Update

Post by very_bad_soldier »

Awesome, Really!
...but I miss pinstripes :lol:
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Mearth V4 - Update

Post by hunterw »

Win
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Mearth V4 - Update

Post by Pxtl »

The shift between biomes looks incredibly fake.... and I don't care, it's awesome.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Mearth V4 - Update

Post by CarRepairer »

You put a widget in your map? What's next... hearts, stars, moons and clovers in my cereal?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Mearth V4 - Update

Post by Sheekel »

CarRepairer wrote:You put a widget in your map? What's next...
how about a widget to remove/hide the gawd-awful hard map edge?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Mearth V4 - Update

Post by Beherith »

Thats actually in the works, as I would like to add surround meshes to some of my maps. Its just hard finding the right way to do it, both visually and performance wise.

Dunno, I think having widgets in maps is a small step forward. Im gonna try faking sm3 through lua, just to see the performance hit :)
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Mearth V4 - Update

Post by ZellSF »

The map names widget has a problem with selectioncircles it seems though, try using them both combined and you'll notice.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Mearth V4 - Update

Post by rattle »

where da hobbits at
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Mearth V4 - Update

Post by Jazcash »

This needs to be added to the installer. Best FFA map released to date.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Mearth V4 - Update

Post by PicassoCT »

Lord of the Nerds has found mistakes in Map.. remember the Third Book..
when Frodo looks about the Ashwaste towards Mount doom.. there are Agriculturs named down in the south towards the Nurnsea, were Slave harvest Grains for Sauron...

Super Querulant Strikes... ;)


Oh, by the enWay, great Map, fantastic Idea... fine Result
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