New texrures for Lost and Found map ...

New texrures for Lost and Found map ...

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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

New texrures for Lost and Found map ...

Post by genblood »

HI all ..

A few people made comments on the textures in Lost and Found.
So, I've decided to redue them .... :shock:

So, here are some screenies of the new textures ...

Here is choice 1 :

Image

Image



Here is choice 2 :

Image

Image


I'm working on 2 more ..... Should have them posted in a few
hours ....


Post your comments ... Also, I'm removing all the features.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

nicer. still crap. and still a metal map.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

still crap.
This is getting very close to flaming, and may I point out that Dragon was recently banned because of it.
There is a big difference between constructive criticism and saying something is crap. I have the feeling you haven't got any clue ofhow to improve genblood's map texture, so better not post unless you have anything constructive to say.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

it almost looks like you are using some high compression or something. Also the water texture does not really fit the map.. and don't we already got enough metal maps?
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Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

I like the first one with the green and red, it looks like rusted iron and old copper.

So maybe instead of CORE Prime it is located on some planet with oxygen that corrodes metal.

The water color fits in better then.

edit: the green also looks like algea, which also makes sense for an oxygen-rich planet.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Ok,

Looks like it's still needs more work ....

I've decided to change most of it to a green grassy look with
only some metal textures ... mostly walls and high ground ...

Here are some screenies .... I'm trying to improve it ...

Image

Image


Also, a screenie showing the metal spots .... metal can be
extracted from the high ground and walls ....


Image


I figure its a little different now , not a true metal map ... but
different ....

In time I'll get the right combo of stuff together and have a
good map for others to enjoy TA Spring ....
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I like that, it's a vast improvement.

Try changing the heightmap so ti isnt a perfectly asymetrical map as all core maps that've been released are (save metal heck types which are just random).

Try using stuyff that you see more in the cavedog missions that arent really seen as much eslewhere. For example the darker metal texture (all spring maps so far have used a single metalic texture save for those circular bumps). How about ramps up onto walls? Placing the walls alongside one fo the water ways? Or even across them?

I like the grass, and how it makes those metalic bits look, they seem much mroe realistic and dirtier than ordinary metalic maps, but I dont like the trees. You should put custom features in such as a radar dish ro antenna, but have their bases on metalic ground not grass, and have a transition all around as if the metal is rising up to the surface underneath the feature..

Where you've got in the 4 walls surrounding a startpos, then the smaller thign next to them, perhaps fi you joined up the walls at the back where the edge of the map is, then continued the wall up along tot eh smalelr thing and added a ramp..

Also, doing what zwzsg advises and place a big bump of grass around the edge of the map, for which you might need to just extend both heightmap and texture todo. Then add a skybox that has a landscape so you cant see the edge fo the map, it'd do a lot more for the map overrall.

Also how about making on of those metal thigns on the islands much higher so there'es some difference? Doubling the height of one of them, possibly doing a ramp between it nd the lower one next to it, preferably it beign one of the middle ones you raise.
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Genblood, I have a few suggestions that will make it look good.

1) Make grassy-green metal like in the last shot.

2) Make the metal near the water edge and in the exposed areas rusty red and under the water slimy alage green like in the first image.

3) Change the water color so it's a bit toxic looking, maybe a small greenish-blue color. Not Core Prime oily-dark green, but a darker blue green, but lighter then CP water. Also watch out for the blue ramps as seen in the pics you posted. All water is dark green/slightly bluish. Blue water is only in the white sandy sunny places.

4) Add some rough natural hills to make it look like the Core were in the proscess of turning the area into another Core outpost.

5) make the metalmap the same allover, except make it greatly vary as it does in real life(IE mineral seams).

Put all of that into it and it would look great and be a great map.

**EDIT** Only put trees in the hilly natural places.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Zaphod wrote:
still crap.
This is getting very close to flaming, and may I point out that Dragon was recently banned because of it.
There is a big difference between constructive criticism and saying something is crap. I have the feeling you haven't got any clue ofhow to improve genblood's map texture, so better not post unless you have anything constructive to say.
There's also a difference between honesty and lieing just to make someone feel good. :|
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

why do u say the map is very bad ? from these screenies it looks OK to me.
map texture is very lookliked some commun metal maps like metalheck and so
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I like the green over grown metal :)
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

The map looks good to me, perhaps the water would look better if it was darker and more sinister looking but its your map, you made it, you put in the time,, YOU DECIDE :wink: :-)
Personally I am no fan of metal maps but the download counts say they are among the most popular map types around, actually two of the top three most downloaded Spring maps on FU are metal.
Fact: You cannot please everyone :wink:
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I double dig the greeny stuff!

Overgrown metal world at the fringes of space! Too much biologics for the CORE, too much metal for the ARM!

Cool!
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

but honestly guys, its far from the worst map ever!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm what TA3D said might work, but it's conventional thinking, and conventional thinking is not what makes the best map.

However I liked the thought of adding hills in one or two places, maybe just raising an entire area of the map by a small amount, and I think you should keep the bits around the water the same as they are with the green to metal, but change it in some places, not all.

And I agree that the metal texture needs the dirty dark look, an ordinary metal texture just isnt enough these days.

btw how big is the texturemap+heightmap etc at the moment?
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I've read ALL the input from the last few screenies I posted ...

I've done alot of changes .....

The water color was a green-blue look .... :lol:

This was a metal map when I started, but not now ...
ALOT of green grass with metal deposits you can see
from the texture map. The high walls and high ground
is still metal, but put out .6 with a lvl1 mex.
The metal deposits randomly around the map will put
out a 1.0 with a lvl1 mex. A few trees here and there ...
Basically totally different now ....

I'll post it later today ..... I hope you like the new look....

Here are new screenies ..... :lol:

Image
Image
Image
Image
Image


Only time will tell ....
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

don't forget to use the detailtex tag in the smd.
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

btw my textures look a hell of alot better not resized.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I'd remove the super metal rich center spots. Players shouldn't be forced to the center to survive. The map will have CPIA syndrome where everyone groups around thier center block and all combat is focused on attacking and defending that one objective. The center can be more rich, but a player massively expanding along the outer rims of the map should at least be able to compete with someone who pushed into the metal rich center block.
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