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.
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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.