Sorry couldn't resist... RELEASED as "Little Brook"

Sorry couldn't resist... RELEASED as "Little Brook"

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Weaver
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Joined: 07 Jul 2005, 21:15

Sorry couldn't resist... RELEASED as "Little Brook"

Post by Weaver »

I just popped out for spin in me jeffy, and found this beauty spot.

Image

Who knows, I may even get around to releasing it.
Last edited by Weaver on 02 Feb 2006, 17:31, edited 1 time in total.
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Das Bruce
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Post by Das Bruce »

Looks good, but lets see an actual screenshot that could suggest how it plays.
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Argh
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Post by Argh »

Pretty screen, though, I daresay. Too bad many of the most "natural looking" maps don't play very well...
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

[#|]
Sometimes... When you're making a map... You just find a camera angle that looks awesome. One that makes you say 'damn I wish you didn't spend most time playing in TA camera mode' and 'too bad nobody playing this map will ever see this.' etc.

And then you can't help yourself. F12 brother man... F12


Carry on Weaver... Carry On

[/#|]
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FizWizz
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Post by FizWizz »

That's a very rich and colorful looking terrain. It looks like you compiled it without the lowpass filter on though, because it seems so jagged.
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Weaver
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Post by Weaver »

It is 16bit height map experiment.

PSP wont save 16bit raw so I saved as 16bit tiff and chopped the header off. Maybe a teeny bit of blur (like 0.7 gaussian) will improve it, we'll see.
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Das Bruce
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Post by Das Bruce »

You know it can use bmp too right?
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mother
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Post by mother »

Yeah! Mapconv can use any 16-bit-greyscale-bmp you provide it!
[Only remaining problem is that there is no such thing as a 16-bit-greyscale-bmp ;)]
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Weaver
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Post by Weaver »

Yes, but as mother said there is no 16bit greyscale bmp. But there is for a tiff so I chopped it renamed it .raw and it worked. I can't promise it will for everyone, tiff is a very broad format.
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Das Bruce
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Post by Das Bruce »

You can use 24 bit bmps too I thought.
mufdvr222
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Post by mufdvr222 »

Errm, can't a 24bit/16k .bmp be used for the heightmap, thats what I have been using.
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mother
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Post by mother »

Sure.. But a 24bit bmp is only 8 bits per channel (R/G/B) so you still only have 256 different 'colors' of grey.

Edit: I'd actually need to look at the code- SJ might just have pulled the R channel from them...

Edit2:It's just the red channel.
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Weaver
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Post by Weaver »

First release of Little Brook
http://www.fileuniverse.com/?p=showitem&ID=2316

ImageImage
ImageImage
ImageImage

OTAI seems to do very well on this map. It handles mex placement well, human players will probably curse me. Finding good mex spots is hard effectively making this a very low metal map.
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FizWizz
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Post by FizWizz »

I'm looking forwards to it, and seeing a couple more pictures of it, I'd say my previous statement of "That's a very rich and colorful looking terrain" is such an understatement.
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wizard8873
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Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

tried it i just have to say that the ground needs to be more flat. its so hard trying to build a base on this map. while i like the idea of the mountains being metal, there should be spots on the ground. its next to impossible to find a good place to build an extractine on. building a moho mine is even harder. i still like it though, great concept
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Weaver
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Post by Weaver »

Thanks for the comments so far, I will happily smooth the grassy areas if the general consensus is for easier building placement. I had left somewhat rough as I felt that favours AI's a bit. (I suspect they can effectively see the F2 placement map without LOS restrictions, a slight advantage over the player)
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AF
AI Developer
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Post by AF »

At the moment there's no way fo seeing the blocking map, you have to run canbuild() at every single position in the map whcih generates a huge slowdown. Closestbuildsite() however has access to the blocking map, btu doesnt use it particularly well, sometimes returning bad locations hich need to be checked...

Your more likely to get better results with an AI from the basic shape of the map or in some cases, the way you've arranged your mex spots.
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