.:New Map (Ripoff):. Desert Delta Siege

.:New Map (Ripoff):. Desert Delta Siege

All map release threads should be posted here

Moderator: Moderators

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

.:New Map (Ripoff):. Desert Delta Siege

Post by Forboding Angel »

Heightmap Design and Metal layout by IceXuick, Texture by Forboding Angel.

I was just having some fun the other day playing around with DSD's heightmap and carerra and I liked the result. It's 20x20, metal laid out for a 4x4, no typemap (unlike the original Delta Siege, which fucked balance in most mods other than BA).

Base texture made in Carerra, followed by a lot of texturing in Photoshop CS3, ending with a 2 gig psd (Whee!).

Clicky piccy to maek download.

Image
dds.jpg
(1.06 MiB) Downloaded 3 times
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Wombat »

omg, nooooo, go away !
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Forboding Angel »

hehehe, well see I had this idea right? So everyone loves Delta Siege... Therefore it's only fitting that we have desert siege, winter siege, summer siege, and metal siege right? :lol:
User avatar
prankster
Posts: 62
Joined: 31 Oct 2009, 12:35

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by prankster »

funny map :D thx
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Beherith »

Im sorry bro:

Congratulations on doing the most half assed job ever. Im proud, you have come over to my dark side :)

The heightmap scale is totally off for this carrara template, and the texture ignores most of the detail going on in the highlands. the pattern stamped or texture blended scaled metal map metal spots with the default photoshop pattern look so mediocre that I could have made them. Plus they're hardly visible.

No typemap makes me a sad panda. I expected so much more from you :cry:

Also there is already a map called Desert Siege, actually not a bad one.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Das Bruce »

Are you having a laugh forb?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Forboding Angel »

Beherith wrote:Im sorry bro:

Congratulations on doing the most half assed job ever. Im proud, you have come over to my dark side :)
mmk...
Beherith wrote: The heightmap scale is totally off for this carrara template, and the texture ignores most of the detail going on in the highlands. the pattern stamped or texture blended scaled metal map metal spots with the default photoshop pattern look so mediocre that I could have made them. Plus they're hardly visible.

No typemap makes me a sad panda. I expected so much more from you :cry:

Also there is already a map called Desert Siege, actually not a bad one.
Uhh, are you on your period?

Hmm, well rendered at 800 height, and at 700 height it stretches like a crackwhore (plus, maps with features like this tend to play better at 300-500 height imo.

Mex spots... well... duh.

No typemap? Apparently in addition to being on the rag, your eyesight is having a little trouble. Let me help you out with that.
Forboding Angel wrote:no typemap (unlike the original Delta Siege, which fucked balance in most mods other than BA).
Desert Siege. I'm aware of that, that would be why I called it "Desert Delta Siege".

Thanks for being an asshole. It's was a joke, ya know, haha, lolz, funny? Yeah.

P.S. The compiler ate most of my finer details. I wanted to use your latest one, but didn't know how to run it and get the best quality result, so I just used the regular + no scanlines compiler.
Das Bruce wrote:Are you having a laugh forb?
Yes, that was the whole point. However, I made it nicely playable. Even if it is a joke, there's no reason why it shouldn't be able to have nice gameplay. Apparently behe forgot to change his tampon and left home without his humor.

@pranksta, yer welcome :-) I'm glad at least someone besides wombat and bruce managed to get it :lol:

Now I'mma start work on winter siege, bbl.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Jazcash »

I think this would be a nice map to apply Smoth's climates to. It's fairly basic so would be nice to spice it up with some fun.

Also, Beh's maps are nice and the stuff he does in general is awesome. Unfortunately, he can be a bit of an asshole sometimes but we must allow for such assholeness as his contributions make up for it. :)

Nice stuff Forb, although, I think I prefer your green maps, love them. Maybe greenify DS? :D
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Beherith »

You made a typo there forb, rag->rage :)

Its just that its quality in general is way below what I have come to expect from you.

Just please try one thing for me:
In carrara, rescale the map to at least 5x its current size (where it says terrain dimensions on the import heightfiled part)
Then rerun the render.

Edit: also, you wont get the full results of my compiler unless you use the latest svn build from buildbot; which i highly recommend trying :)
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Pxtl »

Beherith's maps all have typemaps, it's kind of his thing. Personally, I think it's better without. Haven't seen it up close, but from the high-up screenshot, it looks like this is a map that could benefit from some serious tiling - while there's lots of variance in the browns of texture, all the flat surfaces have a generally similar theme, and so the thematic elements could be re-used in other regions to push down the filesize.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Forboding Angel »

*Upset Face*

I put a lot of detail into it, a hell of a lot. Unfortunately the compiler robbed 75% of those details. I was not pleased.

I'll upload a png of the texture so you can see for yourself.
slice.png
(1.31 MiB) Downloaded 3 times
Here's a small example.

Edit: For the sheer hell of it I'm recompiling with behe's latest compiler on highest quality settings. If it looks in the end anything like what the temporary tga's look like... O_O Holy shit!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Forboding Angel »

:-/ I can't tell much difference tbh. Yes it is higher quality, but it's still eating detail for breakfast.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by 1v0ry_k1ng »

the texture is worse than the original and it dosnt have the height contrast lines that made the original attractive. not meaning to offend, just this is pretty substandard

it would be cool to have a good carrara remake of dsd though
Last edited by 1v0ry_k1ng on 02 Jan 2010, 16:01, edited 1 time in total.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Beherith »

Beherith wrote:also, you wont get the full results of my compiler unless you use the latest svn build from buildbot; which i highly recommend trying :)
And you should check the .dds files my mapconv outputs, thats the quality going in, everything else is limited by spring.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Neddie »

I don't like this texture. It is bland.
User avatar
prankster
Posts: 62
Joined: 31 Oct 2009, 12:35

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by prankster »

the mex has got a very long range...

you can build one mex for extracting metal from three metal patches
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by SirArtturi »

If this is a joke, It's old and bad one. We've seen such "jokes" time after time.

If it's a joke, why are you taking all the critics so seriously?

If this is not a joke, I really don't see the point of it. It's just DeltaSiegeDryRevX(which as itself is a poor concept) with low quality textures on it and the fun element, typemap, removed just because some nonplayed mods can't handle them...

Seriously, Why are you wasting your time on something like this when you can do much better things?
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by KaiserJ »

things i would fix about delta siege dry :

1) heightmap balancing. there are a lot of spots on this map where ability to use the cliffs is compromised by inequality... of instance, east side, if you start on the ridge, you can build a lab down near the next metal spot right off the bat and claim 4 mexes, wheras the opposing side can only claim 2. if you start to the north in the basin on the west, you can build a mex up onto the cliff, wheras the opposing side cannot. the map is riddled with strange little "features" like this, which although are not immediately obvious, can end up making a big difference in the long run.

2) metal map balancing. some of the starts have metal spots that are very close together, some have ones that are very far apart. again, a mirroring or at least a calculated placement of spots in the starts in order to make it even between the two ends of the map would be a big improvement.

3) heightmap correction : moving across the dip in the north middle of the map with vehicles in BA has always been spotty, it's hard to tell exactly where vehicles can and cannot go. normalizing these slopes would be good. also, throughout the map, there are lumps and bumps indicated by strata lines... and there are zones with strata lines that don't actually have any bumps. i say smooth the shit out of any existing bumps as they serve only to confuse and muddy the gameplay (such as the northeast start) as well as to normalize cliff steepness so that building up or down a cliff does not entail any nasty surprises.

so what i would suggest... remake the heightmap completely but base it on the concept of DsD; if you can overcome all of the strange annoying little elements of dsd that i've listed, then i think you might have a winner.

incidentally, im not a big fan of typemaps... sometimes i like them, but in dsd, i don't really agree with how they are used.

*edit* also : im somewhat in agreement with the "we have enough dsds" sentiment... not that i dont support the idea of a remake or a fix, im going to go with behe and artturi and others and say you are capable of much, much more... i've seen it, i like your other concepts and maps... if you have delta sieges on the brain, maybe do a "dsd with a twist"... nuclear winter, kappa basin, those maps are dsd-like in their dimensions and makeup of elements (raised starts, ridges on a side), but even with what some would consider minor changes in the heightmap, you end up with a map that plays a lot differently.

people expect a lot from you because we've seen your other work :lol: you're always going to get shit from people if you don't put forth what they feel is your very best work

anyways for my money it looks fun and playable; nice texture fo'shizzle
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by Forboding Angel »

SirArtturi wrote:If this is a joke, It's old and bad one. We've seen such "jokes" time after time.

If it's a joke, why are you taking all the critics so seriously?

Seriously, Why are you wasting your time on something like this when you can do much better things?
At lest it isn't speedballs 8 :-)

About the map or gameplay, I could care less. It's Ice's design, not mine. The only part that I really care about is the texture (not the mex spots, anyone with a brain can tell that I didn't put more than 30 seconds into that... kinda didn't care about that part), because I spent a good deal of time putting in some fine details, and the compiler or spring is eating them. Reminds me of when me and smoth tried to remake trout farm. All the street lines got eaten by the compiler.

Because I'm somewhat annoyed by the fact that the compiler or spring is doing this. What happens when I do something I actually really care about? I'd be furious at this point. Working with this ds deal, it's a bit more relaxing because I don't feel the need to care about the map as a whole. That make sense?
1v0ry_k1ng wrote:the texture is worse than the original and it dosnt have the height contrast lines that made the original attractive.
Actually, I agree. I also remember when I used to use contrast lines but everyone BAWed about it? You remember that perchance? It was about 4 years ago. It's easy to get contour lines tho, simply import a bitmap heightmap instead of a 16 bit png. I actually did that the first time I rendered it, but carerra kinda dicked up other parts of it, so rather than fix a million things by hand, I decided to just use a 16 bit png and save myself the trouble.

@kaiser: I agree with pretty much everything you said there. But, as previously beaten to death, this was meant to be a joke. It's not my place to try to "fix" Ice's map. Additionally, you know that I love nuclear winter, but the typemaps jsut fuck balance all to hell :-(
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: .:New Map (Ripoff):. Desert Delta Siege

Post by AF »

Forb, your not fighting against the tide, you're fighting against the wave in 2012

Image

tbh if I look at the png of texture you showed us, it wouldnt matter how much detail was in that picture, I would not like it, because there are things that are macro scale that need emergency fixes, for example the brown line, it looks so articifial.

Whereas Ice put labour and work into his textures, and treated them as works of art. He had transitions, and would personally go in with a paintbrush in photoshop at the end and clean everything up.

I can take any part of Ices texture and use it standalone and it will look beautiful. The time that went into his textures is immense.

Whereas what you showed us, would look the same to most people if it had 1000x the detail, it would not make a difference and they would still complain.

Even further, if you look at Ices DS there is a lot more difference in contrast and color between the top and bottom, whereas when looking at your desert version, everything is in the same shade just darker or lighter

I think right now the only remake people are actually looking forward to is perhaps by smoth, simply because itll be existing DSD with fixed scanlines, and his weather gadgets, rather than any major style changes

To retexture this map and be praised, you're going to have to pull off 'OMFG OMG OMG WOW OMG 'CUMS' OMG OMG PHWOAR PLEASE HAVE MY BABIES', and I doubt you've ever managed that level, nor has anybody else, it's such a tall order as to not be worth bothering.

I applaud your effort though, just not this map....
Post Reply

Return to “Map Releases”