New Map: DistrictWar v2

New Map: DistrictWar v2

All map release threads should be posted here

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Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

New Map: DistrictWar v2

Post by Frostregen »

West<->East mirrored 28x20 map.
Balanced for:
1vs1
2vs2
4vs4
7vs7

Metal is at 2.1 per spot (square yellow thingies).
Made with KaiserJ's Tileset, SME and Gimp.

http://springfiles.com/2325

Image

Image
Last edited by Frostregen on 13 Oct 2009, 17:53, edited 3 times in total.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: New Map: DistrictWar v1

Post by knorke »

cool, another map based on that tilesetthing.
but won't this play very similiar to the speedmetalvariants? :?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map: DistrictWar v1

Post by Beherith »

I like it, though it needs better water and lighting settings.
Also, you can disable rendering of whole waterplane outside map on bumpwater by removing the waterplanecolor smd tag.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map: DistrictWar v1

Post by Forboding Angel »

Knorke, these aren't metal maps. They're city maps. Huge difference.

And yar, I agree with behe, kill the waterplane color, and give the water a transparent murky (greenish?) look and it will be instantly 50x better.
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Map: DistrictWar v1

Post by Frostregen »

I thought of making the water/sky darker, more like black. Is this what you think?
(+removing waterplanecolor)

EDIT: Hmm, green. I'll look into it.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map: DistrictWar v1

Post by Forboding Angel »

Nah the sky is fine, jsut kill the water plane color

Also, set your fog distance to 0.6, atm it's non-existent, which looks really really ugly.

One last thing, the sea floor needs texture, and the blue on the sides of the ramps and stuff doesn't look super great.
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Map: DistrictWar v1

Post by Frostregen »

I made some dirt/rubble sea-bottom texture at first.
But after toying with watercolor I think it looks best,
if you just barely can not see the ground at all (adds illusion of unlimited depth). What do you think?

Removed Image.
Last edited by Frostregen on 13 Oct 2009, 17:10, edited 1 time in total.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map: DistrictWar v1

Post by Otherside »

you need to tinker with the bump water settings (uses different tags than other water settings)
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Map: DistrictWar v1

Post by Frostregen »

Hmm, the only settings which do not disable other effects seem to be wavesize/speed. Those look ok imho.

Anyway, I reduced the green tint (it is still there), and changed fog color to black. This way it better fits the desolated dark city theme.


Moved images into first post.
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Forboding Angel
Evolution RTS Developer
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Re: New Map: DistrictWar v1

Post by Forboding Angel »

looks 100% kickass frost. Nice work!
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map: DistrictWar v1

Post by Otherside »

this new surge of maps makes me feel like playing spring again.

Even though springs mapping format could be way better the sheer quantity + quality of maps spring has is imo unrivaled by any other rts.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map: DistrictWar v1

Post by Beherith »

Water is looking much better now, even the sky seems more fitting. Good job!
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Map: DistrictWar v2

Post by Frostregen »

Thx :)
(also for your constructive hints :))

uploaded v2
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: New Map: DistrictWar v2

Post by imbaczek »

this looks waaaaay better than v1, good work.
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New Map: DistrictWar v2

Post by KaiserJ »

this will play like a charm with evo.

the smd on v2 looks amazing, good work!

one kinda funky thing... the "batteries" and those other little buildings, they look a bit soft and squishy... im guessing this was because there wasn't enough heightmap information for them in that file i sent... is there anything i can do to give you tiles with more heightmap resolution for those in specific?

i suppose the buildings also could be scaled up to take up a 2x2 tile instead of a 1x1... this requires more experimentation to be sure.

every other tile looks pro; i can't wait to give this new SME version a try.
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Map: DistrictWar v2

Post by Frostregen »

Thx :)

The squishy look is exactly the result of those selective-blurring issues I told you about ;)

The 2x2 tiles already exist within the 128x128 tileset. (This map uses the 64x64 set.) And yes, they look better ;)
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: New Map: DistrictWar v2

Post by Warlord Zsinj »

zwzsg got the water tones just right for industrial maps with his port of Core Prime Industrial Area, I think.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map: DistrictWar v2

Post by Forboding Angel »

Agreed WJ, and yes, this looks like sex :-)
Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Map: DistrictWar v2

Post by Frostregen »

Water settings from Core Prime (greenish glow near surface) are not possible without making the sea-floor visible.
Basically you:
-Make the water-base color green
-Use Water absorb to make it even more green and darker as it gets deeper
-use waterMinColor to keep the extreme green near the surface.

What I need would be:
green->"normal" water color->pitch black

Since my map only features a small amount of ramps, it would not add much anyway, just sacrificing the depth look. (Smooth land-water transitions are needed to show the green-surface effect. It looks best if this green border runs around the whole water-body. ->Useful for in-map water bodies only)
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hunterw
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Joined: 14 May 2006, 12:22

Re: New Map: DistrictWar v2

Post by hunterw »

this water is pretty green

[WATER]
{
WaterSurfaceColor=0.7 0.64 0.86;
WaterPlaneColor=
WaterBaseColor=0.80 1 1;
WaterAbsorb=0.024 0.0040 0.0095;
WaterMinColor=0 0.05 0.05;
}

for waterplane color be sure to use the exact same as fog color
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