New Map: Cosmos

New Map: Cosmos

All map release threads should be posted here

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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

New Map: Cosmos

Post by Runecrafter »

Ok all I made a Space Map called Cosmos. Hope you enjoy.

Screenshots:

Image

Image

Image

Download Link:

http://www.fileuniverse.com/?p=showitem&ID=2264
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

*dies* IT SO VERY PRETTY... downloading

we need to clone u runecrafter so we get more pretty maps :shock:
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I think the earth shattering, soul wrenching strainsof Also Sprak Zarathurza are needed to intro this map...


what i mean in laymen's terms is:

:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

It looks neat....but the platforms look a bit odd....and It would be much more unique if the gravity was more like 0.01 instead of 100.
Also, for future space maps...could you put asteroids like the pics of the ones in http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2639. But it's great in itself that you made a map with no reflective water and a surrounding skybox :-)
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

the skybox looks nice no question. But for me maps with only a skybox are just confusing. If u zoom or scroll nothing in the background moves, that looks unrealistic. So personnaly i would prefer a map with a deep water with a spacetexture and the water without a texture. So that the background moves if u zoom or scroll.
Xcrist
Posts: 10
Joined: 16 Jan 2006, 16:53

Post by Xcrist »

Hey the sky box looks nice, but i still think that it is strange if u scroll in overhead cam over the map. the platforms look a little bit like 7 islands or so.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

You guys are weird. I never had problems understanding the spatial reference's in a sky box only map. See your reference's are contestants changing based off of the gravimetric situations that occur in Zee-Gee combat!

All it takes is a degree in astrophysicist!

Also i get this stuff really easy. Your reference points are 'roids and platforms. And the enemy space fleet bearing down on you!

Also a low amount of visible terrain makes the game run whisper smooth on my machine, even with a largish space battle (twenty odd ships on both sides).

It looks great...finally a place to be at war with the villainous CORE!
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Runcraft, who i will hance forth think of as Spacecraft, due to this fine fine map, will you please divulge your mapmakeing skills (like how to make water non reflective) so other mappers can creat more artistry...that is space maps.

Becuase one fello said nonreflective water was impossible.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

He's using the voidwater tag.
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Using the voidwater tag only gets rid of the ground (visibly) below sea level. I think it was because he commented out all of the tags for water besides that.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mwha, if you think this is amazing you've seen nothing yet

*quickly pulls out a skybox and gets to work*
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Are thought, noble Alantia (sounds like a name for one of my battlestars) makeing a new map set in the celestial spheres? If so...MAKE IT FASTER!
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Could you please post some closeups of the platforums? thanks. Cool map by the way.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

wow, I have been trying to figure out celestial scenes in bryce but damn... runcrafter beat me to it :!:
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Hm. Void water should mirror the terrain along the z plane at the water level, it would look pretty instead of having silly jaggies.
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

I'm actually spec'ing an FF game on Cosmo's right now...

Absolutely beautiful map... Top notch Rune!

One suggestion: For Final Frontier the map needs about an order of magnitude more metal. (ie. reduce the mex radius to 1/3 the size and adjust so the metal output stays the same)

Now back to spectating... In case someone finally gets to the point of fighting :P

It is a damn good looking map.
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

I thought the common consensus was that FF wasn't as fun in spring because there was too much metal.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

eh, the early game in FF on Cosmos is basically SimCity: The Final Frontier.
The game can pick up later though, all in all I think the map is okay.
The skybox kicks butt, by the way.
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

Just Spec'd the first 20-something mins of another FF game on Cosmos.

The map is still amazing looking, and still a parking lot for the first 20-30 mins.

One player did send out a group of l1 fighters twice... Squashed by ODS's both times, but the second got a few l1 mexxes and a con ship first. Other then that not a thing happened in ~22 minutes.

FF maps just need more metal IMHO.

Edit: They need metal for the early and mid game... Eventually you get capital ship swarms regardless.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

This one time there where two teams: Red and Blue, for yellow (me) had bowed out due to a large number of guns aimed at my base.

So Red seds out its ENTIRE attackforce, mabey twenty baggillion starbombers, while blue (simulatinusly) sends out a baggillion spaceships of various makes and types. So both base's where realativly undefended, but Blue has stashed some constructer ships underwater (it was the Cold Place, for FU was down and the host couldent Dl this fine map). So once both bases had been nearly oblivterated, the blue contstuctors came out and rebuilt quick enough to destroy the four remaining battlestations onwed by Red.

The End.
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