New map,WIP "Five Islands"

New map,WIP "Five Islands"

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

Moderator: Moderators

Post Reply
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

New map,WIP "Five Islands"

Post by Gota »

Heightmap:
Image

This is sort of a remake of Seven Islands.
The 32x32 metal map from OTA.
This is gonna be 18x18 though.

Anything lacking?something wrong in your opinion?now is the time to post.

Metal will only be dispersed on the islands themselves at a similar rate to "MetalHeck".
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map,WIP "Five Islands"

Post by smoth »

Diagonal space works out poorly both with building placement and the map lod system.

Other than that be sure to grab those map options so you can add in a dry version
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New map,WIP "Five Islands"

Post by SirArtturi »

Seems like fun concept. Still, the heightmap seems a bit weird. If I were you, I'd move the remake level a bit further and made some tweaks to the heightmap to make it slight simpler and functional. As also smooth out the 90 degree angles so that you could add textures to the "walls."

And yes, map options for dry version could be nice...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New map,WIP "Five Islands"

Post by Argh »

Looks like a good use for SM3. Two layers, metal and some sand, could be cool.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map,WIP "Five Islands"

Post by Gota »

SirArtturi wrote:Seems like fun concept. Still, the heightmap seems a bit weird. If I were you, I'd move the remake level a bit further and made some tweaks to the heightmap to make it slight simpler and functional. As also smooth out the 90 degree angles so that you could add textures to the "walls."

And yes, map options for dry version could be nice...
I did the heightmap by myself.
Why do you think its impractical?
Also,what other map has map options for a dry version?
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map,WIP "Five Islands"

Post by hunterw »

Gota wrote:something wrong in your opinion?
the rotated islands are going to look funky since polys aren't going to be straight, you'll see sawtooth ugliness on some edges
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map,WIP "Five Islands"

Post by smoth »

hunterw wrote:
Gota wrote:something wrong in your opinion?
the rotated islands are going to look funky since polys aren't going to be straight, you'll see sawtooth ugliness on some edges
smoth wrote:Diagonal space works out poorly both with building placement and the map lod system.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map,WIP "Five Islands"

Post by Gota »

ok
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map,WIP "Five Islands"

Post by hunterw »

"map lod system" is a rather vague description of what happens. even at the highest lod it will have sawteeth.

unless behe's new rendering gets implemented... 8)
http://springrts.com/phpbb/viewtopic.php?f=12&t=19614

then youll have much less of teh ugley.


i always thought c&c generals had the best building positioning - full 180 degree rotation, you click and then hold down and drag your mouse cursor towards the direction you want it to face. i'm sure ta's squareidity is hard-coded though.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map,WIP "Five Islands"

Post by Gota »

Ima try to compile it as is and see how awefull it is.
I just really don't want to make all islands obey that rule about facing the right direction.
This way the map has a better feeling to it.
If its very ugly though i will change it.
I don't plan for the walls to be very high.Just bit above the water so maybe it wont be that bad.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map,WIP "Five Islands"

Post by smoth »

Andbuilding placement yan, you are forgetting rotation onl goes along the cardinal directions
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map,WIP "Five Islands"

Post by Gota »

smoth wrote:Andbuilding placement yan, you are forgetting rotation onl goes along the cardinal directions
Im not forgetting it.ill check it too.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New map,WIP "Five Islands"

Post by 1v0ry_k1ng »

smoth wrote:
hunterw wrote:
Gota wrote:something wrong in your opinion?
the rotated islands are going to look funky since polys aren't going to be straight, you'll see sawtooth ugliness on some edges
smoth wrote:Diagonal space works out poorly both with building placement and the map lod system.
^ This

also, judging by sands of war, sea maps seem to function best with small islands that are easily bombarded by sea; big islands become inpenetrable porc.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map,WIP "Five Islands"

Post by Gota »

well it's kinda suppose to be porcy.
I'm not sure if sands of war is the best map to compare here.
SoW is usually played 1v1 and is real small.
Seven islands,as well as this one,are meant to go to T2 and beyond.
T2 ships have no trouble bombarding even big islands and of course for BA there are always advanced bombers/nuclear bombers,that with some effort,can penetrate any AA defenses for cost.
There are other games,that have even longer range bombardment ships.
The islands wont be too tall.
I'm just gonna make em steep and tall enough that things wont be able to climb up on them.
Post Reply

Return to “Map Creation”