New Map - Dworld V1 - Page 2

New Map - Dworld V1

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

Re: New Map - Dworld V1

Post by Beherith »

MajorMayhem, your a really valuable and indispensable asset of this forum.

Non textured sea areas are the result of a tradeoff between small file size, less gpu load and texture quality of the land areas.

Hoverspam is a not an issue at all, since sea cliffs are made so that hovers cant pass them, but amphibs can.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New Map - Dworld V1

Post by Jazcash »

MajorMayhem wrote:I personally think it is the gayest map I have ever seen.....And I have seem a lot of gay maps. :lol:
Gtfo of the Spring Forums.
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MajorMayhem
Posts: 98
Joined: 08 Jan 2009, 23:39

Re: New Map - Dworld V1

Post by MajorMayhem »

You will have to forgive my ignorance but.....What does gtfo mean?
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MajorMayhem
Posts: 98
Joined: 08 Jan 2009, 23:39

Re: New Map - Dworld V1

Post by MajorMayhem »

Oh, Oh, No wait, oh I see, you cleave boy you...... hehehe
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: New Map - Dworld V1

Post by Hoi »

lawl you can stay. just don't say something is stupid without reasons, or suggestions (be constructive), it makes people maddddd :P
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - Dworld V1

Post by SirArtturi »

This kind of discussion belongs to Off-topic and #main! Please don't spoil the real topic here...
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: New Map - Dworld V1

Post by Quanto042 »

This map makes me happy.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Map - Dworld V1

Post by Beherith »

Forgotten realms needs at least 50*30 with 32 players...

Edit: BTW, is there any sense in adding 32 start points, perchance? Maybe the lobby server will get its patch?
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: New Map - Dworld V1

Post by MidKnight »

Beherith wrote:
MidKnight wrote:Thank you! FFA maps are good, becase every time a new ffa map is released, thehunters is played less(!) :mrgreen:

On second thought, a thehunters retexture wold be nice.

Commenting on the map: i agree with the others, little islands would be nice :-) . also, a plateau type thing would pose an interesting challenge for players :wink: . and most importantly: PLEASE, make the watercolor on this map compatible with bumpwater (like tropical, rather than tangerine :wink: )

How is the watercolor not compatible with bumpwater? Even the bumpwater settings are optimized for this look. In fact, even the screenshots are with bumpwater.
Image
pointed ot where the edges show, and also, err, modified the map a bit, so that it looks more "pro" :lol: XD
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MajorMayhem
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Joined: 08 Jan 2009, 23:39

Re: New Map - Dworld V1

Post by MajorMayhem »

Seriously, I really like that map. I haven't played on it yet but probably will the next match that I host. Are the hills between the roads impassable as to force you into choak points. I like the idea of bottlenecks just not when there is only one and it is the only way to proceed like on speedmetal where the wrenckage just becomes annoyinng. How can I learn to make maps? Will you tutor me? I am very artistic and have much experience with 2d and 3d image creation softwarez. How long does it take you to make a map on average?
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Map - Dworld V1

Post by Beherith »

Your image doesnt display for me :(

All hills are kbot passable.

Mapmaking can be easily learned from the tutorials on the wiki. If, after reading those, you still have questions, you can post on forums.

Usually takes me a day to make a map. If I have a solid concept, then it takes less. For me the most time is still the heightmap tweaking. Then it depends on the mapsize, as texturing of larger maps can take a bit of time.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: New Map - Dworld V1

Post by MidKnight »

So much for Pixlr's "permanent image hosting" :x I'm gonna have to make a new image, stay tuned.
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