[Beta Release] Fizzy Lakes

[Beta Release] Fizzy Lakes

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

[Beta Release] Fizzy Lakes

Post by FizWizz »

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
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i won't try if i don't get some screens first.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

This map is looking promising. I like everything but the yellow/greenish sand. If it was a more light tan looking I think the whole map would look better. Aside from that, the heightmap looks great and very playable.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

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 :twisted: .

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]
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

here are your screenshots:
Image
The Imaginary Screenshot

Image
Image
Image
Image
More screenshots of the map in general.
User avatar
[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Freaken nice.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

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.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

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 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.
-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?
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I was playing this map with the Air to Air script so I could test some missile weapons on the planes flying about and I quite enjoyed the scenery...very nice Fiz :)
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Mountains.... I f**king love mountains! :-) I'm gonna go and try it right now.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Nice map FizWizz, what did you render it with?
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

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.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Version beta_2 has been uploaded. It's still only around 3mb, so there's no excuse not to download it =)
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

It looks really good now that the heightmap has been changed.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

i dont know if its my fault (somebody should have complained about that) but the first starting position is in the deepest forest i've ever seen on a map. the commander cant actually turn rpund due to all those trees... please fix that
Post Reply

Return to “Map Releases”