Over Crude Water

Over Crude Water

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

Moderator: Moderators

Post Reply
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Over Crude Water

Post by Abaddon »

This is my remake of OTA map.

No features, only geothermal vents.

Different from http://www.springfiles.com/show_file.php?id=485 - better heightmap, better texture, better suits for 8 players.

Used tools:
SpringMapEdit
GIMP
Paint.net (.dds conversion for minimap)

Size: 32x32
Start points: 8
File size: 2.48 Mb
DL link: http://springfiles.com/2389

Image

P.S.:I tried to make 64x64 version, but it requires really a lot of memory to work with so huge map. Spring engine is unable to load it.

ImageImageImageImageImage


Also, 16x16 version. Not OTA remake, just same style.

Size: 16x16
Start points: 4
File size: 0.9 Mb
DL link: http://springfiles.com/2390

Image
Last edited by Abaddon on 26 Nov 2009, 17:56, edited 7 times in total.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Over Crude Water

Post by Warlord Zsinj »

I hope you used zwzsg's core prime industrial area water values and lighting values, he got it spot on with that. The texture was good too.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Over Crude Water

Post by manolo_ »

i liked that porcy map in ota
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Over Crude Water

Post by Abaddon »

Warlord Zsinj wrote:I hope you used zwzsg's core prime industrial area water values and lighting values, he got it spot on with that. The texture was good too.
No, i used my own. Maybe in v2 i'll think how to make it look better.
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Over Crude Water

Post by Abaddon »

Release version done. Height map looks better, OTA textures used, resources balanced.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Over Crude Water

Post by SinbadEV »

in game pics?
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Over Crude Water

Post by Abaddon »

Few ingame screenshots added.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Over Crude Water

Post by Gota »

Can you maybe make a smaller version?

Like a 20x20?
Thing is from past experience chances are this map at its current size will not get played at all.
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Over Crude Water

Post by Abaddon »

Bridges 'll be too narrow if i make map smaller. Maybe with changed design... I'll think about it.

This map was for very long games. There was'nt T3 in OTA, and T2 was very limited. With disabled nukes and no air it was like chess :)


Few noobish questions:
ÔÇö How to change water color to classic gray? I tried to change .smd but water remain blue.
ÔÇö How to make texture pack from spring metal maps like speedmetal? Looks like they aren't hand-made.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Over Crude Water

Post by zwzsg »

Warlord Zsinj wrote:I hope you used zwzsg's core prime industrial area water values and lighting values, he got it spot on with that. The texture was good too.
Abaddon wrote:How to change water color

Code: Select all

[MAP]
{
	Description=Abandoned Core Industrial Area;
	TidalStrength=24;
	Gravity=112;	//in units/sec^2
	MaxMetal=10;	//how much metal a map square with the maximum metal value gives
	ExtractorRadius=20;	//radius that a single extractor(mine) extracts from

	[ATMOSPHERE]
	{
		FogColor=0.05 0.05 0.01;
		FogStart=0.2;

		CloudColor=0 0 0;
		SkyColor=0.05 0.05 0.01;

		SunColor=0 0 0;
		CloudDensity=0;

		MinWind=0.2;
		MaxWind=10;

		SkyBox=CorePrime.dds;
	}
	[WATER]
	{
		WaterBaseColor=0.3 0.9 0.4;	//color at water surface
		WaterAbsorb=0.06 0.01 0.02;	//how fast different colors are absorbed by the water
		WaterMinColor=0.13 0.19 0.01;	//the min value the water colors will go down to
	}
	[LIGHT]
	{
		SunDir=0 1 2;	//direction of sun (spring will normalize it later)(y component is upward)
		
		GroundAmbientColor=0.1 0.1 0.1;	//ambient (non sun lit) color of ground (and grass trees etc)
		GroundSunColor=0.9 0.9 0.9;	//color of ground where fully sun lit (added to ambient)
		GroundShadowDensity=0.1;	//how far from the non shadowed to the ambient color stuff in shadow will go

		UnitAmbientColor=0.1 0.1 0.1;	//ambient (non sun lit) color of units (and wreckage etc)
		UnitSunColor=0.9 0.9 0.9;	//color of units where fully sun lit (added to ambient)
		UnitShadowDensity=0.8;	//how far from the non shadowed to the ambient color stuff in shadow will go
	}
I could also lend you the texture and skybox from my CPIA and Peripheral Consciousness maps if you wish.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Over Crude Water

Post by Forboding Angel »

When you get v2 done... Maek poast! http://www.springinfo.info/wp-login.php

Seriously...
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Over Crude Water

Post by Abaddon »

Updated. Added texturized minimap, skybox by zwzsg.

Also 16x16 version.

Both maps uses OTA texture. Maybe zwzsg's textures 'll be better?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Over Crude Water

Post by Gota »

Thx for the smaller version.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Over Crude Water

Post by Pxtl »

I see a lot of Geos. This could be good for KP.

I have to say, I'm kind of laughing at the filesize.
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Over Crude Water

Post by Abaddon »

Pxtl wrote:I have to say, I'm kind of laughing at the filesize.
Too large or too small? :)
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Over Crude Water

Post by Pxtl »

Abaddon wrote:
Pxtl wrote:I have to say, I'm kind of laughing at the filesize.
Too large or too small? :)
Too large. All my 5 1/4" floppy disks are double-density - these files would require a 5 1/4" high density disk. Unacceptable.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Over Crude Water

Post by Forboding Angel »

http://www.springinfo.info/wp-login.php

Copy and paste, I promise, it's that easy ;p
User avatar
Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Over Crude Water

Post by Abaddon »

Pxtl wrote:
Abaddon wrote:
Pxtl wrote:I have to say, I'm kind of laughing at the filesize.
Too large or too small? :)
Too large. All my 5 1/4" floppy disks are double-density - these files would require a 5 1/4" high density disk. Unacceptable.
Split it :)
Forboding Angel wrote:http://www.springinfo.info/wp-login.php

Copy and paste, I promise, it's that easy ;p
Ok, ok...
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Over Crude Water

Post by Forboding Angel »

Awesome, thanks! ;P
Post Reply

Return to “Map Creation”