FrozenFortress_v2 release

FrozenFortress_v2 release

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KaiserJ
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Joined: 08 Sep 2008, 22:59

FrozenFortress_v2 release

Post by KaiserJ »

http://www.springfiles.com/show_file.php?id=2760

official release of my new map FrozenFortress_v2

features

- balanced for teams of 5 to 8
- varied terrain for endless raids and strategies
- tons of geothermal
- SMD settings stolen from beherith (so you know it's good)
- SSMF detail splatting (new for the latest spring version)


thanks to all of my testers and supporters and contributors!

Image

ImageImageImage
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: FrozenFortress_v2 release

Post by Jazcash »

Image
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: FrozenFortress_v2 release

Post by oksnoop2 »

yay i got mentioned in the graphic! I really do hope you left the map at a hardness of 1. that was awesome :-) but yeah folks this map is great. GO PLAY IT!
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fc14159
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Joined: 06 Jul 2007, 17:27

Re: FrozenFortress_v2 release

Post by fc14159 »

This is such a beautiful map. It's the first snow map that doesn't burn my eyes. If only the first game didn't end up so lulzy, we could have seen how it would have played out. I personally like the metal layout very much. Great work KaiserJ.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: FrozenFortress_v2 release

Post by SirArtturi »

Lol @ the picture jaz...

Ok, It's really awesome, actually it's really top quality around here. I just want to whine about something, because when theres something great you has to be whine abot something: Where is specularity?!?! More shine and burning of eyes with that snow! (or is it just you took the screens with shadows and reflection disabled... I need to investigate this piece of your more closely)

Nevertheless, Great to see new maps...
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KaiserJ
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Re: FrozenFortress_v2 release

Post by KaiserJ »

heheh thx guys! certainly fixed the hardness 8)

artturi : i tried the specular aspect of ssmf with this, but i didnt like the result... i'd already burned in a bumpmap, and it was too late to go back... certainly it'll be something i use in my next map once i have better control of it, but for this one i think i'll just stick with the splats... they are subtle (i hope) but give the map a look of being covered in a thin crust of ice (again, i hope)
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Beherith
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Re: FrozenFortress_v2 release

Post by Beherith »

For future reference for 3ds max mappers:
You can use xNormal to make a heightmap from any object at 16 bits resoultion.
Export the object as a triangulated .obj file, make sure all faces of the object are UVmapped. Use this as your high rez mesh
Make a same sized flat plane object, use this as low rez mesh.
Burn a depth texture (warning, slow) ->use as heightmap.
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: FrozenFortress_v2 release

Post by scifi »

awesome great MAP!!!!!!!!!!

;D

finaly now i can move my new mec models on a nice terrain :wink:
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: FrozenFortress_v2 release

Post by Wombat »

my nigga
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: FrozenFortress_v2 release

Post by 1v0ry_k1ng »

good job bro
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: FrozenFortress_v2 release

Post by PicassoCT »

Man, man, man... like the colourscheme, from that slightly greenblue little waterpools that feel like they would freeze over any second to the battle worn out snow. Just curious, how many manhours did went into this map? Last thing i saw from it was those screens in Random WIP, two - or one week ago..
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KaiserJ
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Re: FrozenFortress_v2 release

Post by KaiserJ »

thx for the kind words guys

heh now all i need are some players :)

picasso lets see...

2 hours to design/create the height map (started off a lot different)
30 mins to get the "natural" textures ready and prepare the springmapedit script
2 hours in max to design/texture the concrete stuff
then i got stuck on getting a heightmap out of max, wasted a lot of time there, then behe helped me
and maybe 3 hours of trying to learn SSMF, and tweaking the settings... still not super happy about it, but hell... its there... learned a lot too with this one; already thinking of whats next :3

so not really all that bad i suppose; a lot of the work was done with one eye on the television ;)
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PicassoCT
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Re: FrozenFortress_v2 release

Post by PicassoCT »

six hours -+ heightmap export, and that with one eye only, for such a beauty? Thats fast - or not a complete list... ;)
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hunterw
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Re: FrozenFortress_v2 release

Post by hunterw »

ur getitng pretty good at integrating terrain with architecture, like sirartturi
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KaiserJ
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Re: FrozenFortress_v2 release

Post by KaiserJ »

PicassoCT wrote:six hours -+ heightmap export, and that with one eye only, for such a beauty? Thats fast - or not a complete list... ;)
haha yeah, i dont really want to go into how much time was spent with the fruitless attempts to get the heightmap, lets measure that amount of time as "a jar of tears" and try to forget about it :D

also i guess a lot of the "figuring out" stage is done when i'm at work, when you're doing purely physical tasks, the mind tends to wander

i'd figure the big time-saver was the texturing method; im a trial-and-error sort of guy, and the massive rendering times from projects i was working on with other software were really getting under my skin, even with expert instruction out the wazoo

all it is is a standard springmapedit script, with 4 genetica textures... genetica is able to export a bumpmap for a texture directly, so i grabbed those... render the map once with the normal texture, then substitute the corresponding texture files with their bumpmap equivalent, and you get a 1:1 ratio bumpmap that fits exactly with your regular texture (a five minute job really, compared to several hours with other mapping programs... and genetica can make tiling textures procedurally of ridiculous sizes like 2048x, or 4096x) ... pop into max, displace a plane, and boom... hawt secks

ofc it'll never look as nice as something from worldmachine, but i figure that combined with the concrete terrain and spending a bit more time with heightmap detail, the results are pretty nice. heh im not much for realism either i suppose :)

<3 hunter come back to us!
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PicassoCT
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Re: FrozenFortress_v2 release

Post by PicassoCT »

hunter from quake3, she ever left?
http://www.youtube.com/watch?v=ptk92U-2 ... re=related

No, seriously hunterw is not around? I thought i saw him comenting the other day- guess he is the sort of guy, who once he gets gold, quits his sport. If you want hunter back, burry his maps with good ones like this.
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Wombat
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Re: FrozenFortress_v2 release

Post by Wombat »

he ever made any good map ?

this should make him create new maps :D
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KaiserJ
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Re: FrozenFortress_v2 release

Post by KaiserJ »

what would you guys like to see me do next in terms of themes (just what i had in me melon)

- ancient egypt / aztec style sandy monuments
- spacestation with little asteroids and ships about
- canada in the autumn with pinch of folsom
- alien landscape a la titan with strewn artifacts and ruins

edit : or something else if you have a wild idea
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PicassoCT
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Joined: 24 Jan 2006, 21:12

Re: FrozenFortress_v2 release

Post by PicassoCT »

Spacestation- surrounded by besieging starships, both sides with utterly wrecked sections - with your beautifull features, you could even make some hull cracks, were you can spot into the ships.

Man, i dreamed of that once, robots stomping over burning, glowing, churned metall, air (geos) gushing out of life substaining pockets below your feet, vacumdried parklandscape (you can even take canada in autumn into space)
Asteroids on steroids, high peaks which are just ships standing 3dimensional opposed to the flat, something alien frozzen into the ice of one... just because it is space, it doesent have to be empty... just more challenging, because everything is expected to rotate slightly
Moarliekthis.jpg
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Last edited by PicassoCT on 31 Aug 2010, 19:26, edited 1 time in total.
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Wombat
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Re: FrozenFortress_v2 release

Post by Wombat »

pornstar_v2
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