.:New Map:. Small Pass

.:New Map:. Small Pass

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Forboding Angel
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.:New Map:. Small Pass

Post by Forboding Angel »

(Derived from Small Divide Remake)

Long story short, gota wanted a version of small divide that would block kbots from climbing over the mountains. This is it. Eventually, if the lua gets implemented in further versions, users will be able to specify the height ranges.

Comes with all the trimmings, fog/day/night/snow/inverted/etc, 2 complete featuresets depending on the weather conditions, etc.

The metal layout is almost exactly the same as the small divide remake. The heightmap is mostly the same. I highly doubt that the changes to either will be noticed.

The middle should be a bit more difficult to porc than the original small divide.

All concerns stated in this thread have been addressed,

Soooooo, Pictures!!!!

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Download here: http://www.springfiles.com/show_file.php?id=2545
Last edited by Forboding Angel on 08 Mar 2010, 00:55, edited 2 times in total.
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JohannesH
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Re: .:New Map:. Small Pass

Post by JohannesH »

~85k metal to reclaim - theres metal trees.

The structures seem to have too much metal available for most games, even with normalised trees.
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Gota
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Re: .:New Map:. Small Pass

Post by Gota »

very nice,however,like johan wrote there is 80k of metal reclaim on it Oo
Another things is that the hills are passable in some points.
On the right side right near the map's edge there is a strand where you can pass with kbots and on the left side there is a strand of passable terrain near where the mountains become even higher.
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Forboding Angel
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Re: .:New Map:. Small Pass

Post by Forboding Angel »

Good catch johan/ Uploading v2 - the heavy metal in the trees :-)

Edit: @gota, you're wrong. Look more closely.

Edit2: Annd done uploading.
gonpost
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Re: .:New Map:. Small Pass

Post by gonpost »

Hey it looks pretty cool...someday I'll be able to play spring on high graphics, heh. I really like the textures though.
Tronic
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Re: .:New Map:. Small Pass

Post by Tronic »

Using Small_Divide-Remake as basis would have been a good idea. Better metal spots and better graphics.
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Forboding Angel
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Re: .:New Map:. Small Pass

Post by Forboding Angel »

Tronic wrote:Using Small_Divide-Remake as basis would have been a good idea. Better metal spots and better graphics.
I made small divide remake. :roll:
Tronic
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Re: .:New Map:. Small Pass

Post by Tronic »

Yet you still used the old and crappy one for this? :O

(no, I didn't download and actually look at your map yet)
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Beherith
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Re: .:New Map:. Small Pass

Post by Beherith »

I like the feature and lighting work, but I find the texture extremely confusing. Its the flat autumn template.
There is no slope based or height based variation in the texture, all a noise autumn scheme, the only thing that differentiates slopes is the bump angle (since its set to follow terrain).
I highly recommend you screw around with the carrara settings: Set the terrain scale higher, to get a softer and smaller bump. Change the color shaders distributions and decrease their bump size.
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Gota
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Re: .:New Map:. Small Pass

Post by Gota »

If i may add i think you should remove Smoth's features.
They are nice by themselves but i think this map might not be the best to place them on.
Or only have them in one of the none default weather types.
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SirArtturi
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Re: .:New Map:. Small Pass

Post by SirArtturi »

Hey, I want to join in whine orchestra too!

1. Trees grow upright, you know that... upright=1;
2. smoth features doesnt fit here
3. If you kept the old metal map of small divide, then its a fail... I love your small divide remake, since it has proper metal map and metal patches

Otherwise it seems fine. I rest my case...
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Wombat
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Re: .:New Map:. Small Pass

Post by Wombat »

i still dont know how this map looks like ( i mean whole map)
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knorke
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Re: .:New Map:. Small Pass

Post by knorke »

There is no slope based or height based variation in the texture, all a noise autumn scheme,
+1
mountains should look like mountains not like compost.
especially the impassable aspect must be communicated to the player.
please add a full map image.
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SirArtturi
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Re: .:New Map:. Small Pass

Post by SirArtturi »

knorke wrote:
There is no slope based or height based variation in the texture, all a noise autumn scheme,
+1
mountains should look like mountains not like compost.
especially the impassable aspect must be communicated to the player.
please add a full map image.
Well, I myself would have taken different approach and made completely new heightmap. Imo using the old smalldivide as a base and just increasing height wont work.
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Forboding Angel
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Re: .:New Map:. Small Pass

Post by Forboding Angel »

Tronic wrote:Yet you still used the old and crappy one for this? :O

(no, I didn't download and actually look at your map yet)
You people whined and bitched up a storm when I changed the mex spots, which is why I made a classic remake to begin with.
Beherith wrote:I like the feature and lighting work, but I find the texture extremely confusing. Its the flat autumn template.
There is no slope based or height based variation in the texture, all a noise autumn scheme, the only thing that differentiates slopes is the bump angle (since its set to follow terrain).
I highly recommend you screw around with the carrara settings: Set the terrain scale higher, to get a softer and smaller bump. Change the color shaders distributions and decrease their bump size.
Have you looked at it ingame yet? If not, look at it and get back to me.
Gota wrote:If i may add i think you should remove Smoth's features.
They are nice by themselves but i think this map might not be the best to place them on.
Or only have them in one of the none default weather types.
You can do that modside.
SirArtturi wrote:Hey, I want to join in whine orchestra too!

1. Trees grow upright, you know that... upright=1;
2. smoth features doesnt fit here
3. If you kept the old metal map of small divide, then its a fail... I love your small divide remake, since it has proper metal map and metal patches

Otherwise it seems fine. I rest my case...
1. Spring default trees have a 1x1 footprint which guarantees that their base will always be in the ground. These trees made by the community don't, if they were all upright 1 you would have floating trees in certain spots. Don't yell at me, yell at the guys making trees for not having extended roots. Besides, I placed them in areas where it's not particularly noticeable if they're tilted.

2. I disagree. However, they can be removed modside easily.

3. I'm pretty sure that you were one of the people bitching about that remake.
Wombat wrote:i still dont know how this map looks like ( i mean whole map)
And how is that my fault?
knorke wrote:
There is no slope based or height based variation in the texture, all a noise autumn scheme,
+1
mountains should look like mountains not like compost.
especially the impassable aspect must be communicated to the player.
please add a full map image.
Look at it ingame and get back to me. It's very obvious ingame that they can't be passed.
SirArtturi wrote: Well, I myself would have taken different approach and made completely new heightmap. Imo using the old smalldivide as a base and just increasing height wont work.
Yeah, I could have done that, but then there would have been bitching that it wasn't small divide.

****************************************************

I've played several games on it in BA and one in Evo. In both it played nicely. Have any of you actually tried it? If not, try it and get back to me.
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Beherith
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Re: .:New Map:. Small Pass

Post by Beherith »

Wow, you managed to bloat it to 42 megabytes. For an 8 by 8 map.

I looked at it ingame, and still think there is no real variation in the messy texture besides the bump.

Smoths features look 100% out of place - no concept in the layout, there are no roads, paths or even stuff resembling baseplates under the features, they are just 'ooh this one looks nice, ill put it on too'.

The texture has these wierd wavy lines in them, without any clue as to where they are from or what they are supposed to represent.

Seriously, you didnt make the trees upright because it would involve moving them a small fraction down in upspring? You, a modder, who is most likely very familiar with this, of all people didnt have the time/will/effort to just launch upspring?
If someone complained they are tilted, its probably really noticeable.

Random trivia to our readers: Which takes less time; going through the tdf and removing upright=1 and blaming it on the features creator that its sticking out of the ground, or just setting it yourself in upspring?

Also, trees tend to form clusters IRL, its better for gameplay as well.

Since you got multiple positive comments on the standardized metal map, why not include that instead of the original?

This is way below par for you. Even if we ignore its derivativity ( since you already remade this one once).
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Forboding Angel
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Re: .:New Map:. Small Pass

Post by Forboding Angel »

Beherith wrote:This is way below par for you. Even if we ignore its derivativity ( since you already remade this one once).
In the nicest way possible... Go to hell.

*Placeholder for edits coming up + some pictures and shit.*
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Beherith
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Re: .:New Map:. Small Pass

Post by Beherith »

Forboding Angel wrote:
Beherith wrote:This is way below par for you. Even if we ignore its derivativity ( since you already remade this one once).
In the nicest way possible... Go to hell.

*Placeholder for edits coming up + some pictures and shit.*
Are you gonna post more screenies of the map? I dont think that will help in this case.

There can hardly be anything that justifies including 111 MB of textures, more than half of which you dont even use to inflate a small map to 42 megabytes - on the second revision.
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Forboding Angel
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Re: .:New Map:. Small Pass

Post by Forboding Angel »

Beherith wrote:
Forboding Angel wrote:
Beherith wrote:This is way below par for you. Even if we ignore its derivativity ( since you already remade this one once).
In the nicest way possible... Go to hell.

*Placeholder for edits coming up + some pictures and shit.*
Are you gonna post more screenies of the map? I dont think that will help in this case.

There can hardly be anything that justifies including 111 MB of textures, more than half of which you dont even use to inflate a small map to 42 megabytes - on the second revision.
Oh for crying out loud, Shut up and just wait a few minutes.
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1v0ry_k1ng
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Re: .:New Map:. Small Pass

Post by 1v0ry_k1ng »

calm down, constructive critism is mandatory here
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