new map - talus - Page 2

new map - talus

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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: new map - talus

Post by hunterw »

bumping for screenys. i hate to toot my own horn, but can we use these to trick people in to playing spring?




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thanks for the comments everyone! i am very pleased with the map's gameplay, which is rare for me.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: new map - talus

Post by BaNa »

wow really nice one. I love the screenies. If I played spring I'd be all over this.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: new map - talus

Post by Jazcash »

I love your maps Hunter. Not to complicated, not too simple, great gameplay, nice ranges in height, good for Kbots & Vehicles, pretty, nice designs, natural, nice unmessey effective textures and overall yumminess.

Good job.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: new map - talus

Post by BaNa »

hunterw wrote: i hate to toot my own horn, but can we use these to trick people in to playing spring?
O_O

I can imagine the situation: "hey I clicked on word, why are there tanks in my window" or "What happened to my porn?"
BlueFrost
Posts: 22
Joined: 23 Aug 2008, 02:57

Re: new map - talus

Post by BlueFrost »

DANGGG thats nice hunterw :D as ican see u beh and sir are still cranking out awesome maps. wish i could only have a better comp :(
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: new map - talus

Post by hunterw »

For shits and giggles, and so someone doesn't take it upon themselves to do it later, here is Talus-wet

http://spring.jobjol.nl/show_file.php?id=1979
http://spring.jobjol.nl/show_file.php?id=1979
http://spring.jobjol.nl/show_file.php?id=1979

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Changes:
-Higher water (durr)
-Tidals down from 30 to a still quite powerful 22
-Map hardness decreased about 85%
-Start positions relocated to NE and SW corners (click minimap in game lobby)


This map is very soft now, and big explosions make huge lakes. One nuke makes a massive inlet for your ships. Three core nukes (or two and a commbomb) and your black hydra is ready to set sail in to the enemy's economy lake.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: new map - talus

Post by 1v0ry_k1ng »

CA terraform! gogogo!
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: new map - talus

Post by CarRepairer »

Nuke costs: 12 easy payments of $89.95.

Terraform costs: But wait! We'll send it to you for free! (You just pay handling fees).
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: new map - talus

Post by hunterw »

Since most of CA's weapons make craters I can guarantee my ultrasoft terrain will get cratered up by the end of every game 8)

I really miss that...Core Prime Industrial Area on AA 2.21 would be WRECKED at the end of every match.
Last edited by hunterw on 24 Dec 2013, 15:08, edited 1 time in total.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: new map - talus

Post by Warlord Zsinj »

fun
Attachments
screen493.jpg
(121 KiB) Downloaded 49 times
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: new map - talus

Post by Beherith »

Sweet, though im still not happy with the unrealistic 'white' sheen of bumpwater, that can be changed though. How many texture layers is this?
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: new map - talus

Post by hunterw »

the WICed texture has 14 layers. i decided to do normal maps and texture maps separately, so there are 11 layers of texture, and 3 layers of normal maps.

i fine-tuned the slope tolerances on the normal maps. if you check ingame closely, you'll see that the first pebbley normalmap appears when vehicles' movement speed is slowed. the second is bumpier, and is applied for kbot-only slopes. the final is the extremely jagged cliff edges and it starts getting applied where kbots cannot walk.

its really a pain in the ass to set these, since it changes for every map depending on your max and min heights. heres how i did it...i used one of the center cliffs and took screenies ingame of the f4 maps to determine where slope tolerances were. in WICed, using the mask editor, i zoomed in on teh same area and adjusted the slope minimum until the same pattern appeared.

here were the settings for this map which will only work for the height range of -16 to 860:

vehicleslow: min 7 degrees, sharpness 89%
kbotonly: min 15 degrees, sharpness 85%
cliff: min 46 degrees, sharpness 85%

apply these in the hierarchy such that they overlap each other





as for the water, i tried lowering the WaterSurfaceAlpha tag but it didn't have the result i wanted...there should be something that decreases the amount of side reflectivity but keeps the same amount when viewed from overhead.
Caradhras
Posts: 381
Joined: 31 Jul 2006, 21:49

Re: new map - talus

Post by Caradhras »

awesome!

i love your maps!
Raptor
Posts: 33
Joined: 01 Feb 2009, 08:12

Re: new map - talus

Post by Raptor »

hunterw wrote:Talus-wet
*drools*

Now we just need people to play this.
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kburts
Posts: 134
Joined: 22 Mar 2009, 00:36

Re: new map - talus

Post by kburts »

ha, V-nice... just cant find anyone to play with :(
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