[Beta Release] Fizzy Lakes
Moderator: Moderators
[Beta Release] Fizzy Lakes
I finally got around to making a releasable version of Fizzy Lakes (it's been what, 2 months now?). Sorry, there are no screenshots. Although it is fairly playable, it is intended for experimentation and testing purposes. The tree placement is going to be changed a good deal before going into true playable releases, such as a different placement of grass (I used the default mapconv because I forgot which colors gave grass and trees for mother's when I compiled the map), different atmosphere, slightly adjusted heightmap, and a terrain typemap. It's only 3mb, so download it and tell me what you think. The Link is here
alright, put on your imagination cap, because I'm going to try to tell a screenshot to you =)
Imagine a nice little lake, and around the edges of it is a nice beach. in your view you can see about 3 Geos. farther from the beaches the ground turns into nice green grassy land (although the grass has yet to be put into it =P), but it stops abruptly, at the foot o a big mountain. a HUGE mountain, capped in snow. On top of it, you can see a Commander smiling down at you. Smiling because the Big Bertha he was assisting just got finished and- incidentally- is rotating its barrel towards you
.
No, honestly, I'll try to post a few screenies in a while. As for the beaches, they will have their color changed, and I plan to lower them into the water a bit more.
Also, it's not possible to build mohos directly on most of the metal patches, but if you pick around, you'll still be able to fit the metal patches inside the extraction radii.
[edit]oh yeah, you'll probably also notice some pretty blatant tiling in a few places, that's because I turned the texture compression to 2.0 to reduce the filesize. This is only a beta at the moment, so I don't really care about that[/edit]
Imagine a nice little lake, and around the edges of it is a nice beach. in your view you can see about 3 Geos. farther from the beaches the ground turns into nice green grassy land (although the grass has yet to be put into it =P), but it stops abruptly, at the foot o a big mountain. a HUGE mountain, capped in snow. On top of it, you can see a Commander smiling down at you. Smiling because the Big Bertha he was assisting just got finished and- incidentally- is rotating its barrel towards you

No, honestly, I'll try to post a few screenies in a while. As for the beaches, they will have their color changed, and I plan to lower them into the water a bit more.
Also, it's not possible to build mohos directly on most of the metal patches, but if you pick around, you'll still be able to fit the metal patches inside the extraction radii.
[edit]oh yeah, you'll probably also notice some pretty blatant tiling in a few places, that's because I turned the texture compression to 2.0 to reduce the filesize. This is only a beta at the moment, so I don't really care about that[/edit]
Looks really kool
EDIT
just tested it
Some things:
Way to many metal!!!!! also if u decide that the entire map should hav metal then u need to increase the mex radius!! other wise we get fields of mexes..
tidal strenght is 30.... in lakes the flow of water is most of time low... so 15 would probally be better.
EDIT
just tested it
Some things:
Way to many metal!!!!! also if u decide that the entire map should hav metal then u need to increase the mex radius!! other wise we get fields of mexes..
tidal strenght is 30.... in lakes the flow of water is most of time low... so 15 would probally be better.
-I tried to make it so that you could get metal from anywhere (let's just say someone is denying the middle pass and you can't really expand), but so that the benefit is marginal, like .3-.5 metal on non-patch land. Maybe I should increase the contrast between the metal patches and the rest of the land, because I don't want this to be a metal map.NOiZE wrote:Some things:
Way to many metal!!!!! also if u decide that the entire map should hav metal then u need to increase the mex radius!! other wise we get fields of mexes..
tidal strenght is 30.... in lakes the flow of water is most of time low... so 15 would probally be better.
-I intentionally set tidal strength to 30 to try to make the lakes a bit more strategically relevant (besides that, they also make a fine bit of metal to boot), but seeing as that can only really be tested with gameplay, I'm just shooting in the dark with that idea.
also, since I can't play Spring during the week, will someone kindly find out which metal patches and geos are inaccessable for me?
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I rendered in Terragen! The heightmap has been heavily photoshopped though, because Terragen maps are generally not slope-friendly unless they are heavily glaciated/canyonized.
Also: Beta2 is coming out today. The metal problem has been fixed (non-patch land only delivers .5 metal now), and I think every single metal patch can have a moho built on it (an UH moho, if that makes any difference).
Additionally, I changed the sky to a 'cleaner' blue color.
@ Hrmph: I cannot help the green sand. I removed a little color from the sand in this version, but the green is caused by shadows on the sand. Unfortunately, when I place the sun higher up in the sky, I lose some coolness with shadows on the rest of the map, so the greenish hue in the sand might have to stay unless I manually even out all of the sand height.
Oh yeah, one more thing: The Lake has been expanded and excavated a lot more in this version.
Still no typemap yet, and unfortunately no good grass and tree placement, but I will implement those.
Also: Beta2 is coming out today. The metal problem has been fixed (non-patch land only delivers .5 metal now), and I think every single metal patch can have a moho built on it (an UH moho, if that makes any difference).
Additionally, I changed the sky to a 'cleaner' blue color.
@ Hrmph: I cannot help the green sand. I removed a little color from the sand in this version, but the green is caused by shadows on the sand. Unfortunately, when I place the sun higher up in the sky, I lose some coolness with shadows on the rest of the map, so the greenish hue in the sand might have to stay unless I manually even out all of the sand height.
Oh yeah, one more thing: The Lake has been expanded and excavated a lot more in this version.
Still no typemap yet, and unfortunately no good grass and tree placement, but I will implement those.