New Map: LowTideV2 (UPDATED to V2!)

New Map: LowTideV2 (UPDATED to V2!)

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gonpost
Posts: 77
Joined: 22 Oct 2008, 00:43

New Map: LowTideV2 (UPDATED to V2!)

Post by gonpost »

LowTideV2. Now with lightbaking, a mossy rock (yay!), more visible mex spots, and smoother terrain. I found the mossy rocks on the map Coast to Coast Remake V2 for any of you who want them.

Maplink: http://www.springfiles.com/show_file.php?id=2550

16x16. Best for 4v4. Land units can pass shallow water (light blue), but cannot pass deep water (dark blue). You can build regular mexes or underwater mexes in shallow water.

There is about 25k worth of E to reclaim on the top hill. The rock in the bottom center pool is only worth 139.

Here are the stats from the minimap.
Image


Big view
Image

Vehicles can go on the top mountain, but only kbots can go on the side mountains (or anything amphib).


random in game shot:
Image


height map if you want it (from v1 but it's almost the same)
http://s413.photobucket.com/albums/pp21 ... n00015.png

metal map if you want it (from v1 but it's the same)
http://s413.photobucket.com/albums/pp21 ... n00011.png


Many thanks to Beherith for the WIC editor guide and helping me on the forum.
Thanks to knorke for some very useful info.
Palmettos and palm clusters by Smoth.
Palm trees by Wildfire Games under the creative commmons license:
-http://www.wildfiregames.com/
-http://creativecommons.org/licenses/by-sa/3.0/
Last edited by gonpost on 11 Mar 2010, 23:14, edited 2 times in total.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: New Map: LowTide (My first map ever!)

Post by Wombat »

for a first time, very nice job i think :) looks 'too much mirrored' for me but still gj :)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map: LowTide (My first map ever!)

Post by Beherith »

Very good! But what happened to the preshading? Turn on lightbake in WICed and use the shadedmap.tga! You wont even look at the old one after that :D

Edit: my bad, I didnt say in the tutorial which file is the lightbaked version of the map. Fixed it.
If you turned on Lightbake (which you should) then it will be this file:
wiced\editordata\wiced\temp\ShadedMap.tga

This should look 90% more like what it looks like in WICed.
gonpost
Posts: 77
Joined: 22 Oct 2008, 00:43

Re: New Map: LowTide (My first map ever!)

Post by gonpost »

Holy hell beherith! I kind of wondered if light bake was supposed to carry over. This is much better. :D

Also, do I have to render 1/4 of the map at a time (well 1/2 for me since I'm only using half of the area because I use mirror)? It only saves 1 strip of the shadedmap, unlike the blendedmap where it saves 2 which I then connect together. No big deal either way, but I'm curious.

I'll add this in later. I've got a lot of work to do for the next 2 days outside of spring. I'll keep the maplink up for now and then change it to a new version.

Since I'll be making a new version, any suggestions before I make it?

I was actually thinking of lightening up the green a little bit. Maybe add a little yellow/brown to it. Just a little, though.

I also still want some mossy rocks, but I haven't been able to find any.

I'd like some feedback on the palmettos to the south. Cute? Unnecessary but alright? Annoying?

Do the mex spots seem alright? I think they do, but ya never know.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map: LowTide (My first map ever!)

Post by Beherith »

You must render the whole shadedmap together. Pay attention to syncronizing WICed lighting settings (especially sun direction) and spring ones.
gonpost
Posts: 77
Joined: 22 Oct 2008, 00:43

Re: New Map: LowTideV2 (UPDATED to V2!)

Post by gonpost »

I just updated it to V2. :D
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New Map: LowTideV2 (UPDATED to V2!)

Post by KaiserJ »

hey man, cool map; and very very good a "first try"... hehe my first map was a big mess of dog vomit personally 8)

aside from behes suggestion to put in the lightmap, you've done very well... looks like a lot of fun to play.

of course i must offer some suggestion... perhaps some nice obvious metal textures would enhance the look of the map; also maybe if you were able to make it look so that the lowest level of sand looks "wet" and then becomes "dry" as you creep up the hill into the sandy areas, might spice it up with some oregano BAM!

otherwise very good stuff sir; can't wait to see what you'll come up with next.
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