New FFA map - Blindside v2

New FFA map - Blindside v2

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New FFA map - Blindside v2

Post by Beherith »

Its that time again, when I get bored of Throne and attempt to beat it. I was trying to go for that "snowy ore map in red alert 1" look.
This one is 16*32, with plenty of metal and good looks.
It also should play more than decently with west vs east team mode.
Made with the standard combo of world machine and carrara.

Image


Image


Image

Disclaimer: Map is not guaranteed to look as good in old spring, since it uses features only available in master.

Maplink:http://www.springfiles.com/show_file.php?id=2606
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New FFA map - Blindside v1

Post by SirArtturi »

SirArtturi likes this (thumb up)

One point though: While these trees looks quite good in overview mode, they look merely decent in frog perspective. They would need more branches not to look so ripped off...

This is mainly why im hesitating using them in my own maps...
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New FFA map - Blindside v1

Post by Beherith »

Yeah they dont look so good from the side, but they are extremely low poly count trees, and you can make some real nice and dense forests with it.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New FFA map - Blindside v1

Post by Forboding Angel »

I look at it this way, maybe 0.05% of anyone playing spring will ever use any other camera except ta overhead to play, so with that in mind, design things to look damn good from overhead, and as good as you can from the ground.

Also, you gotta learn to use camera angles to your advantage when taking frogview screenies :-)

Nice map behe, I maek approve. I am a little curious tho (thought having dl'ed it yet) it looks like a 2v2 or 2v2 map to me, I don't understand where the ffa part comes in or where the people would spawn. I prolly jsut need to look at it ingame. I have a feeling that the answer to most of that is "duh".

Btw, What's with the bump settings on the cliffs? Did you accidentally render it with the default ones? Ever since you showed me how to maek epic bump settings, I've been paying attention pretty hardcore :-)
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KaiserJ
Community Representative
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Re: New FFA map - Blindside v1

Post by KaiserJ »

forb, its pretty massive, big enough for FFA, although i agree that i also would make a cool left v right map... possibly for gundam because i know that big maps are optimal for that game

i think any big map with mirroring, such as throne and DSI can be just as good for FFA as for team games (thinking back to "old style" RTS maps for starcraft etc... a lot of them were balanced for teamplay as well as FFA)

for the map itself, it looks incredible and a lot of fun to play (although why would we expect any less from you beherith, you've set the bar high 8) )

from a distance (1st pic) it looks a bit like someone used a piece of tinfoil to heat and crumble some hashish

i love what you're doing with the specular textures and bumpmaps and suchforth; i dont think im going to make any maps until next version so that i can employ these new methods...

tl:dr one of the sexiest spring maps yet
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Beherith
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Re: New FFA map - Blindside v1

Post by Beherith »

I didnt use any special bump settings on the cliffs, because most of the detail comes from the lightmap and the splat texture.
I dont know how large a map evo needs, but this is very large, with lots and lots of metal.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New FFA map - Blindside v1

Post by 1v0ry_k1ng »

oh man thats awesome

you should make a smaller version for 1v1s
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: New FFA map - Blindside v1

Post by SanadaUjiosan »

Very beautiful map. My only gripe is in the brief moment I started a game on it, I realized the white snow makes it hard to see some things concerning selection boxes and whatnot. But that comes with the coolness of snow. No pun intended.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: New FFA map - Blindside v1

Post by Mav »

Watched some FFAs on this map this morning. It plays really well and is overall a great map.

My biggest complaint (several other players and specs agreed) is that it is simply WAY too bright. My eyes were watering trying to see everything. Eventually, someone had the idea of hitting F4 to darken things up a bit. It really helped.

Any chance of toning down the pure whiteness a bit?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New FFA map - Blindside v1

Post by Gota »

Mav wrote:Watched some FFAs on this map this morning. It plays really well and is overall a great map.

My biggest complaint (several other players and specs agreed) is that it is simply WAY too bright. My eyes were watering trying to see everything. Eventually, someone had the idea of hitting F4 to darken things up a bit. It really helped.

Any chance of toning down the pure whiteness a bit?
Image
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Pxtl
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Re: New FFA map - Blindside v1

Post by Pxtl »

The other problem with pure white is that it means that you can't use bloom shaders on the map.
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AF
AI Developer
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Re: New FFA map - Blindside v1

Post by AF »

AF approves
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Mav
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Joined: 12 Nov 2009, 20:06

Re: New FFA map - Blindside v1

Post by Mav »

Gota wrote:
Mav wrote:Watched some FFAs on this map this morning. It plays really well and is overall a great map.

My biggest complaint (several other players and specs agreed) is that it is simply WAY too bright. My eyes were watering trying to see everything. Eventually, someone had the idea of hitting F4 to darken things up a bit. It really helped.

Any chance of toning down the pure whiteness a bit?
Image
Playability > Realism

Who cares how the fuck how real it is? If it hurts your eyes or makes it hard to play, are you really having fun?

If games were all about realism we wouldn't have Halo, Fallout 3, or any game post 2010
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New FFA map - Blindside v1

Post by Forboding Angel »

Beherith wrote:I didnt use any special bump settings on the cliffs, because most of the detail comes from the lightmap and the splat texture.
I dont know how large a map evo needs, but this is very large, with lots and lots of metal.

Tbh, you can play evo on any map jsut fine, however the size and amount of available resources just influence how far teching goes and/or which direction it takes.

I mean really, you could play it on an 8x8 map, but instead of seeing a lot of different tech, you would predominantly see the tech that suits the terrain the best instead of a mixture of different techs.

When I wrote all that I didn't ahve time to test it cause I was about to leave for my big birthday weekend stuffs, but when I get back I'll give it a go :-)
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Gota
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Re: New FFA map - Blindside v1

Post by Gota »

Mav wrote:stuff
HA?that picture hurts your eyes?it was an example of how a snowy day can look that does not cause your eyes to bleed.
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Beherith
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Re: New FFA map - Blindside v1

Post by Beherith »

Yes the brighness issue was brought up to me on multiple occasions, so I will do something about that.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: New FFA map - Blindside v1

Post by Mav »

Beherith wrote:Yes the brighness issue was brought up to me on multiple occasions, so I will do something about that.
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hunterw
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Joined: 14 May 2006, 12:22

Re: New FFA map - Blindside v1

Post by hunterw »

Beherith wrote:Yes the brighness issue was brought up to me on multiple occasions, so I will do something about that.
I'm pretty intolerant of most snow levels on any game unless there's dim lighting or only a little snow
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New FFA map - Blindside v1

Post by SirArtturi »

Gota wrote:
Mav wrote:stuff
HA?that picture hurts your eyes?it was an example of how a snowy day can look that does not cause your eyes to bleed.
The point Basic made was that snow isnt 'actually' white in praxis but rather mix of light blue and purple...
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New FFA map - Blindside v2

Post by Beherith »

Updated, made snow less bright, and other minor SSMF related fixes.

Autohost owners, please update your map file. Thanks!
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