Dost thou likest?

Dost thou likest?

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

dost thou fair eyes not bleed when thou lookest?

yes
9
60%
no
6
40%
 
Total votes: 15

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Dost thou likest?

Post by Forboding Angel »

Image

Image
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

omg thats the sweetest thing ever
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

That is aweful.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Looking nice ... 8)

Looking forward to the release ...

Any water on this map ... Adding a little pond
near the palm trees might improve the look of the
map, just a opinion ...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

heh, I have much in store. Release is scheduled for tommorrow. You will be quite suprise with what you find. :D
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

genblood wrote:Any water on this map ... Adding a little pond
near the palm trees might improve the look of the
map, just a opinion ...
Yes and maybe a few less palm trees.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The sand texture is to boring. Add a little variation and it will look alot better.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Maelstrom wrote:The sand texture is to boring. Add a little variation and it will look alot better.
i disagree, i think the sand texture looks great, but genblood is right, some little ponds would make this map really rock :roll:
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forbidin
Posts: 64
Joined: 19 Jan 2006, 17:55

Post by forbidin »

Is this Canel Crossing by any chance?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

it's canyons
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I like the tree's, but the terain BEHIND them is a little bland. Try spiceing it up with the afor mentioned pools and lakes and such.

Otherwize a big huge thumbs up!
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

The ground texture lacks shading, making it difficult to see reliefs. Maybe it's just because your graphic card doesn't handle shading, if so ignore.

All palm tree groups looks too much like each others, either make each palm tree its own feature and spend 5464hrs placing them individually, either makes many "palm tree group" features to add variety.

(But don't take it bad, it's very good, I like how this map has a heightmap that let many places buildable yet as many irregular mount, and the features looks very nice.)
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

Heh.
IMHO

The tree's look really small in that context... Kinda like crab-grass or some kind of weed :/
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

heh well if you can't tell...

My gpx card and spring settings are at the absolute lowest.

Geforce 5500 fx 256 ddr
Handles direct 3d on max settings... Handles opengl like carp... I don't even have any anti-aliasing on. I'm lucky if I can keep 25 fps in games. Usually I'm down around 15.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Forboding Angel wrote:heh well if you can't tell...

My gpx card and spring settings are at the absolute lowest.

Geforce 5500 fx 256 ddr
Handles direct 3d on max settings... Handles opengl like carp... I don't even have any anti-aliasing on. I'm lucky if I can keep 25 fps in games. Usually I'm down around 15.
Upgrade your video drivers. That card isn't a god for game rendering, but it should do fine for spring. Proper drivers increase card preformace as much as tenfold in some circumstances.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I have the latest from nvidia's website.
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

hmmm yes yes, Steve likes! but how about adding a few bikini babes, too,
they could be next to like this deserty oasis, cavorting in a provactive manner whilst applying liberal amounts of oil to one another and at the same time experimenting with mind bending drugs in a consequence free environment!
then you could have acdc on a stage to the left blasting out high voltage rock riffery, with yet more attractive ladies handing out free beer and fluffy pink candyfloss and then you could... oh Ive gone to ffar havent I?


I think I might be a frustrated 70's rocker/hippy :)
hehe

but yes the map looks awesome hehe
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

if someone doesn't make what steve described i am going to cry!
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I agree with zwzsg here. The palm tree "clumps" look a little odd, where single trees would look better, I think.

Can we see some units so that we can tell how big the trees are compared with TA units for scale? I prefer large trees as opposed to wimpy "bush" trees (see: aGorm's tree map).
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

the trees are 60-70 feet tall. How tall would you want them warlordz?
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