GOW2 for Spring released.

GOW2 for Spring released.

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RedDragon
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Joined: 12 May 2005, 05:39

GOW2 for Spring released.

Post by RedDragon »

v1.1 is a minor change, mainly to reduce filesize and fix the minimap.

The map is not an exact copy, but more an approach of the good old OTA GOW2. It's still the wind/sea eco type of map, but i've slightly adjusted (increased) the ammount of metal. Each of the 6 isles now have 3 spots that produce 1.9 and 2 spots that produce 1.2 metal/tick. That's an increase of 0.1 per isle :P

As i've noticed, not many maps require building a fleet. With that thought in mind i decided to give gow2 a go.
Anyway, hope you'll all enjoy this (low Q) piece of history.
Last edited by RedDragon on 03 Dec 2005, 13:54, edited 1 time in total.
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RedDragon
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Post by RedDragon »

And here are the images:

Off course a minimap:

Image

Image

Image

Image
Last edited by RedDragon on 03 Dec 2005, 13:56, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i hope u don't call this done yet..

texture is bad..
it's missing rocks..
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

It's a good idea to remake the ground texture.

But it don't look finnished at all.
The height map seem to be a bit sharp.
And 16 mb !! Compresse it, you should be able to make it 2-3 mb with a such repetitive texture.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

agreed its ugly but looks like a nice map for gameplay. cool screenies, show a variety of viable strats :)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Look at the minimap, it looks atmospheric, much nicer than the map. Imo you should have gone for a dark sky, adn tried to recreate the minimaps feel so they matched. Now that would be a great looking map. I think that ally uo need woul eb the right changes to the settigns of the map, the texture as it is now doesnt need recompiling.
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FizWizz
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Post by FizWizz »

The ground in the minimap looks a whole lot more pleasant than the in-game screens do. Could you soften up the texture map a bit?
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

With taht texture id say less than 1 meg... Id also suggest that you do a gausasion blur on your texture ato soften it up a bit.

Also, maybe you might wanna alter it so you have two slightly different colours of terrain.. even if you just rendered some yellow clouds in photoshop over the map, wacked up the contrast, and then set it to overlay, and messed with teh hue and saturation levels ...

aGorm
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Torrasque wrote:And 16 mb !! Compresse it, you should be able to make it 2-3 mb with a such repetitive texture.
That is very true.

The trick is to make sure the texture you covered your map with has a 32, or a multiple of 32, periodicity.

When I see a 16MB map that look like that I wanna hurt people!

Learn to properly make map, or quit map making, Spring's got enough map already anyway to do without maps like that one!

(However it's not all your fault, having a gfx card that doesn't shade suddenly make maps look a lot uglier even if your talents are for nothing about it.)
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RedDragon
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Post by RedDragon »

The problem is, i can't actually SEE a lot of the features, so yes, what you see in my screenshots is at the lowest settings possible.
Also, i COULD create skyboxes etc, but i can't see those either :(
Even worse, i'd have to disable the skybox to not have my whole map go black on me.
So what's left for me to do is to make my own crappy low Q maps and attempt to secure the best possible gameplay.
If i've made someone itch to redo the map, be my guest, i'd be happy to share the stuff i have so far.

So off course i've tried to bring down the size. The result was a VERY ugly blocky patterned version that was around 1.8 Mb.
Decided to crank down the compression level and came up with an acceptable v1.1 that's 7Mb, and managed to integrate the REAL minimap instead of a mini texture. You can find it HERE

Haven't changed any of the reso settings, since those were ok imo.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

This map simple isn't done!!
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Use. 32x32. Tiles.

Then whatever the compression level is, your map will be super small.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

The sky and lighting rocks. Have to agree though, texture could use work. Hard to choose... hidiously yellow, or poor ground texture.
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