Kbot-map Competition - Page 2

Kbot-map Competition

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

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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Kbot-map Competition

Post by Otherside »

Image

so far i got this (done in l3dt)

tested it on spring kbot can climb on mounds vehicles cant. Water is shallow and anything can traverse it but you cant build on it

now need to hand paint it to stop the fugly and add mex spots geo's maybe features
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Kbot-map Competition

Post by Warlord Zsinj »

I just noticed that whenever you put your hands to doing artisty things you always go for paint (your impcomm submission, the XTA manuals, this map sketch, etc), which strikes me as odd seeing as you've got photoshop... Paint's gotta be one of the most infuriating, limiting programs I've ever used o_O
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Kbot-map Competition

Post by Jazcash »

Warlord Zsinj wrote:I just noticed that whenever you put your hands to doing artisty things you always go for paint (your impcomm submission, the XTA manuals, this map sketch, etc), which strikes me as odd seeing as you've got photoshop... Paint's gotta be one of the most infuriating, limiting programs I've ever used o_O
http://www.youtube.com/watch?v=uk2sPl_Z7ZU
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Kbot-map Competition

Post by Beherith »

Otherside wrote:so far i got this (done in l3dt)
Good start. What I recommend you really look out for is that different units can fire from different levels of water. Most kbots can fire from -20 (the max for bot and vec passability in BA), but many vehicles like flash and gators have trouble with this.
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Kbot-map Competition

Post by Otherside »

i lowered the water level so all units can fire (but buildings cant be built and doesnt look fugly)

the waters main purpose is to stop people porcing on the water line (tho you still can with naval defense)

and vehicles have some form of viability as the ramps in the startign corners allow them to go into the lowlands (arty etc and fighting in the lower area's might even add a type map to lower area's making it better to use vehicles on the lowlands)

but kbots have full map access and its till mainly a kbot map

ill be adding 1 mex spot per island (more on the big land masses)

its 16*16 aimed for 3v3+ Metal values will be highish seeing as metal spot numbers will be relatively low
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Kbot-map Competition

Post by 1v0ry_k1ng »

wz:
http://www.youtube.com/watch?v=i9W6o_HQw9c

otherside:
cool concept, the reflectivity will make it look kickass if you get a good sky and lighting put together- what you going for with that?
also, no metal spots in the water? so the water is unporcable and units can move around there unimpeded? thats a pretty cool idea although it does mean that people might porc the islands to the max so things get a bit static..

I'm converting my map to photoshop, colours and gradiants noow..
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Kbot-map Competition

Post by MidKnight »

@otherside: If you can get a truly "marsh-ey" feel on this map (getting the "mounds" to look connected to the whole of the map, making the whole thing maybe a tiny bit less regular), the result, in my opinion, would be awesome. :P
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Kbot-map Competition

Post by Pxtl »

Be careful with size - "huge" kbot maps tend to degrade into air + vehicle games, because kbots take days to make it from point A to point B. ConVs + transports or conplanes claim territory faster than kbots do on a huge, hilly map.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Kbot-map Competition

Post by 1v0ry_k1ng »

yeah, changes in altitude encourage the placement of defences on high ground to cover movement in the lowground

size:
Map to have at least one facing of 16x or greater but be smaller than 20x20 (for performance reasons)
delta is what, 20x10?
I'd go for somthing closer to 18x10 or 16x12 because hills represent a larger map- if you flatten the surface area of a hill it ends up being almost 150% of the distance it occupies horizontally
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Kbot-map Competition

Post by hunterw »

Pxtl wrote:Be careful with size - "huge" kbot maps tend to degrade into air + vehicle games, because kbots take days to make it from point A to point B. ConVs + transports or conplanes claim territory faster than kbots do on a huge, hilly map.
a properly designed kbotty terrain will have kbots travelling faster than vehicles simply due to slopes being green for kbots and yellow for vehicles

however

your thoughts are correct, if the map is too long to transverse with kbots it makes atlas + boydropping too effective. you want that to be a risky strat, not an everyone has to do it or gg strat
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Kbot-map Competition

Post by KaiserJ »

i'm in.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Kbot-map Competition

Post by 1v0ry_k1ng »

ok ive got world builder 1.25, this should be a breeze :-)
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: Kbot-map Competition

Post by MidKnight »

1v0ry_k1ng wrote:ok ive got world builder 1.25
Tell us how and for how much money, if any. Right. Now.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Kbot-map Competition

Post by Beherith »

Nothing special, just to start the competition off.
My entry:

http://spring.clan-sy.com/phpbb/viewtop ... 13&t=18227
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Kbot-map Competition

Post by Jazcash »

Beh auto wins unless Artturi gets on the job.
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Kbot-map Competition

Post by Otherside »

Image

still not done need to add metal spots (hand paint ugly light greeen area's)

every mound can be climbed with kbots and vehicles can be used at start pos and traverse the shallow water

all the islands can have some buildings built on them

adding a geo on the 2 fort like islands also

mex spot per island and a few on bigger islands and start pos
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Kbot-map Competition

Post by KaiserJ »

JAZCASH wrote:Beh auto wins unless Artturi gets on the job.
my map will be uglier than theirs, but then again, i'm assuming gameplay will be a factor so i'm still going to try

edit : looking good, otherside and behe!
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Kbot-map Competition

Post by Beherith »

Otherside, correct me if im wrong, but it seems you used the photoshop gradient tool to make the ramps.

My preferred method of making natural looking ramps is:
Lasso too, set to a feather of 10-20, dependent on ramp size, then hit a gaussian blur on the selection with a radius of about 20. If its not smooth enough, then hit blur again. Looks tons more natural.
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: Kbot-map Competition

Post by ralphie »

here's my WIP

Image

Image

I still need to make the heightmap a bit more "natural" (while sticking within a terrace style for easy visual cues, playing in f4 sux)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Kbot-map Competition

Post by Beherith »

Nice, ralphie!

Im just finishing up a texture on another one, and it looks soo similar to yours :)
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