SevenIslandsMini-V7.3

SevenIslandsMini-V7.3

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FabriceFABS
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SevenIslandsMini-V7.3

Post by FabriceFABS »

SevenIslandsMini-V7.3 is the hasf-size remake of SevenIslands OTA map.
7 starting points for the 7 islands, size 22*22.
  • This V4 fixes beginners' bugs ! (Thanks to Dansan, Silentwings and Abma !)
    Metal fixed to 2,14 on entire each island with a radius of 100,
  • The V5 fixes the ugly minimap to a nicer one !
  • The V6 fixes ugly texture due to an error from me in compilation : Texture format used was bad (BMP) instead of (PNG),
  • The V6.1 removes the ugly shadow round each isle, metal ressource is almost the same extraction than original TA map, then metal ressouce is now in water too.
  • The V7.1 (Thanks to Anarchid, 1v0ry_k1ng, qray, Orfelius, and Forboding Angel for their ideas) is a redo from start version, from original TA map, not from the map that has been already made from spring.
    Here some new things as original TA map :
    - Metal on isles is extracted to 2,3 and in water 2,5,
    - Isles edges are in accordance now,
    - Water map is dark-blue.
  • The V7.2 is the final version, total OTA map rework from scratch for being the same with small feature of modernity : Little specular texture/effect added, and metal ressource review (Radius = 10).
  • The V7.3 fixes New water depth to 60, new F4 metal map less shiny, new metal extraction (impossible to do better fix than original) : 2,3 / 2,6.
If you prefer play original TA 40*40 mapsize, pick SevenIslands-V6.1 for original size and isles clifftops.

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You can download it on SpringFiles.
Related old-topic over there.

Have fun ! :-)
Last edited by FabriceFABS on 15 Feb 2015, 02:18, edited 6 times in total.
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Anarchid
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Re: SevenIslandsMini-V6.1

Post by Anarchid »

The goggles, they do nothing
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FabriceFABS
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Re: SevenIslandsMini-V6.1

Post by FabriceFABS »

Anarchid wrote:The goggles, they do nothing
I don't force you to love the map Anarchid but this don't help upgrading maps in a better way.
Let's have a look @ you, Anarchid. Wha map did you make ?
Ah you've built 1 map since 2011 : Coagulation Marsh (V0.15 in 2011) and now V0.6 for 2014 release.

Well, my map is simple, but better simple than producing this ugly sky like on yours...

You'd do better look in your own house in order, perfect man, seriouly, before feeding nasty comments on others' work, go firstly fix dirty so-low-resolution sky/water...
It is sooooo ugly no one already told you that ? my goggles do nothing too, seriuously !!
Your 17,5MB sized map... too heavy for such a map.

Image
Don't wait openning a topic promoting your map, I don't hold back from polluing it.
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Anarchid
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Re: SevenIslandsMini-V6.1

Post by Anarchid »

Coagulation Marsh (V0.15 in 2011)
I would expect you to at least get your facts right when digging up dirt for defensive purposes, but i love being suprised :)
go firstly fix dirty so-low-resolution sky/water...
Good point, though. Now i feel unfair: you've given me detailed critique while i just said that your map is bad.

I like your sea bottom image but it is going to be ugly if/when portions of sea bottom happen to be above water level either due to ground deformation, terraforming, or waterlevel alterations.

You actually have a pretty skybox.

The thing however that lacks most is composition. Your islands are asymmetric locally and globally, have unpleasant edges, and nasty textures, but this fails to describe how unpleasant it is to look at them from zoom out. They feel completely out of place aesthetically on your sea bottom image. It just hurts to look at them :|
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1v0ry_k1ng
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Re: SevenIslandsMini-V6.1

Post by 1v0ry_k1ng »

If you are interested in critique, I'd suggest using the same metal texture map-wide (including the sea) and using the water settings to create the desired effect as the blue clashes with the metal notably.

What tool did you use to create this? As Anarchid observed, the islands do not look sharp enough to be metal. Take a look at some other metal maps - metal heck for example - if you need to steal/adapt a height map to get the metal looking right here.

Map creation is a learning process and you should be less defensive imo.
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1v0ry_k1ng
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Re: SevenIslandsMini-V6.1

Post by 1v0ry_k1ng »

DOUBLE POOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOST
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qray
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Re: SevenIslandsMini-V6.1

Post by qray »

Anarchid wrote:I like your sea bottom image but it is going to be ugly if/when portions of sea bottom happen to be above water level either due to ground deformation, terraforming, or waterlevel alterations.
If I see it right, the whole islands have the metal texture down to the bottom. IMHO this is no problem, if the sea ground looks different...

Since it's a remake there's not much choice on the layout :wink: Will definetly try how it works next time I play.
But I have to agree: the edges could be a bit sharper. Do you use 8bpp or 16 bpp height map? Or did you use the heightmap smooth option in mapconv?

Did the original also had the different metal values on the sea ground?

Suggestion: you could turn the color values of your metal map down (make it darker) and increase metal values in the mapinfo. This way the green metal overlay when placing spots is not so disturbingly bright (a thing that bugs me on many metal maps... even one of my own, that will be changed when I find some time). But maybe that's just my taste :-).
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FabriceFABS
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Re: SevenIslandsMini-V6.1

Post by FabriceFABS »

Anarchid wrote:
FabriceFABS wrote:Coagulation Marsh (V0.15 in 2011)
I would expect you to at least get your facts right when digging up dirt for defensive purposes, but i love being suprised :)
You complain like a kid, rememeber : you started first... Think more maybe before posting ?
Now I don't know you, neither who you are, so it's normal for me to check who I meet, simply because no one is perfect for saying such things.
Anarchid wrote:
FabriceFABS wrote:go firstly fix dirty so-low-resolution sky/water...
Good point, though. Now i feel unfair: you've given me detailed critique while i just said that your map is bad.
I expected this kind of «Negative but constructive» comment, but argued -it was not your case-.
If you don't have a minimum of empathy, it's not worth answering it -with a troll-, thank you.

I don't post here for players saying I like or I dislike, SpringFiles is enough with stars rank system.
As I have done for you, you could have at minimum learn on my profile.
If you had, you would have seen that it is exactly since January 23, 2015 that I published my 1st map, and learning so as good as I can with all the difficulties I have encountered.
I've made 3 "old format" maps and the 2x SevenIslands is last map format.
So thank you, but your comment makes me really crappy no fun, and really discouraging.
Don't you think I need many tips or you prefer keep them secrets maybe ?
Anarchid wrote:I like your sea bottom image but it is going to be ugly if/when portions of sea bottom happen to be above water level either due to ground deformation, terraforming, or waterlevel alterations.
I kept the original map setting : No deformation.
Anarchid wrote:You actually have a pretty skybox.
Still a mockery? How to take it ? As if that was not enough...
Anarchid wrote: The thing however that lacks most is composition. Your islands are asymmetric locally and globally, have unpleasant edges, and nasty textures, but this fails to describe how unpleasant it is to look at them from zoom out. They feel completely out of place aesthetically on your sea bottom image. It just hurts to look at them :|
I agree about unpleasant edges I will redo them but for all others comments, it's like original.

For all others things you said just above (except water, my own on both versions), you should ask a friend that got TA to play the map.
I made this card because several players have asked me and wanted consistent with the original map -remembering TA- possibly with a touch of modernity.
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FabriceFABS
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Re: SevenIslandsMini-V6.1

Post by FabriceFABS »

qray wrote:
Anarchid wrote:I like your sea bottom image but it is going to be ugly if/when portions of sea bottom happen to be above water level either due to ground deformation, terraforming, or waterlevel alterations.
If I see it right, the whole islands have the metal texture down to the bottom. IMHO this is no problem, if the sea ground looks different...
Thank you.
I don't understand « the whole islands have the metal texture down to the bottom ». Would you explain it more please ?
qray wrote:Since it's a remake there's not much choice on the layout :wink: Will definetly try how it works next time I play.
But I have to agree: the edges could be a bit sharper. Do you use 8bpp or 16 bpp height map? Or did you use the heightmap smooth option in mapconv?
I rememeber using RGB color profile on height map, and no smooth option with SpringMapConv.
Also, I tried bluring effect on height.
It's maybe "bad" but simply I tried every option possible.
qray wrote:Did the original also had the different metal values on the sea ground?
Exactly like you see the metal map.
qray wrote:Suggestion: you could turn the color values of your metal map down (make it darker) and increase metal values in the mapinfo. This way the green metal overlay when placing spots is not so disturbingly bright (a thing that bugs me on many metal maps... even one of my own, that will be changed when I find some time). But maybe that's just my taste :-).
Oh interesting... Thanks for the tip, will do it.
1v0ry_k1ng wrote:If you are interested in critique, I'd suggest using the same metal texture map-wide (including the sea) and using the water settings to create the desired effect as the blue clashes with the metal notably.
Sure I am !
Well ok... This may seem obvious.
1v0ry_k1ng wrote:What tool did you use to create this? As Anarchid observed, the islands do not look sharp enough to be metal. Take a look at some other metal maps - metal heck for example - if you need to steal/adapt a height map to get the metal looking right here.
Thx for the tip.
I use actually Gimp, SME and SpingMapConv (for last version maps ie both SevenIslands).

:arrow: I will put upgrades and hope seeing your positive or negative feedback, thx.
1v0ry_k1ng wrote:Map creation is a learning process and you should be less defensive imo.
Agree.
I learned so much in so little time, bases in any case, it took me a long time and I know very well that it is not over...
The road will be long, and if it is for me to be put thorns in the feet as we blame a new player who makes mistakes... I think you can guess the result :cry:

Sincerely.
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Forboding Angel
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Re: SevenIslandsMini-V6.1

Post by Forboding Angel »

Other than the soft edges on the islands, my main complaint would be that the islands don't have the geometric features that they did in the OTA version. The OTA version had like ridges and spires and stuff on the islands. Afaict, this map is devoid of any of that.
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FabriceFABS
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Re: SevenIslandsMini-V6.1

Post by FabriceFABS »

I'm not sure understanding what you are talking about.
Is it that ?
Image
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qray
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Re: SevenIslandsMini-V6.1

Post by qray »

FabriceFABS wrote: I don't understand « the whole islands have the metal texture down to the bottom ». Would you explain it more please ?
I meant that the metal texture goes down to the lowest level of the map well below the sea surface. But maybe I just saw it wrong.
Since deformation is off, it doesn't matter too much anyway...
FabriceFABS wrote: I rememeber using RGB color profile on height map, and no smooth option with SpringMapConv.
Also, I tried bluring effect on height.
I usually use Krita and a greyscale 16bit image saved as tiff for the heightmap (at least for the final one; basic design before is often in 8bit) since Gimp cannot do 16bit yet. A bit of blurring is sometimes needed. But with 16bit you can get much better height maps, in most cases.

FabriceFABS wrote:
qray wrote:Suggestion: you could turn the color values of your metal map down (make it darker) and increase metal values in the mapinfo. This way the green metal overlay when placing spots is not so disturbingly bright (a thing that bugs me on many metal maps... even one of my own, that will be changed when I find some time). But maybe that's just my taste :-).
Oh interesting... Thanks for the tip, will do it.
As example: I used a color value of 31 (of 255) on core platform. Just to give you an idea.
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Jools
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Re: SevenIslandsMini-V6.1

Post by Jools »

FabriceFABS wrote:I'm not sure understanding what you are talking about.
Is it that ?
Image
I miss those sharp edges.
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Forboding Angel
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Re: SevenIslandsMini-V6.1

Post by Forboding Angel »

FabriceFABS wrote:I'm not sure understanding what you are talking about.
Is it that ?
Image
WRT soft edges, yep.

If your heightmap were 16 big png, it would allow you to do the hard edges like that.
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Forboding Angel
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Re: SevenIslandsMini-V6.1

Post by Forboding Angel »

Made you a new heightmap to work with. I can't rememebr if 7 islands had ramps, but if it did, they aren't present here.

That said, the islands themselves should be significantly better. Make sure not to compile with lowpass.

edit: Fixed a whoopsie

PSD + PNG 16bit
7islandsheightmap-v2.7z
(30.92 KiB) Downloaded 16 times
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FabriceFABS
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Re: SevenIslandsMini-V6.1

Post by FabriceFABS »

qray,
I remember I did a mistake with map level.
I didn't do it enough high on [ SME / height map ] and then, I «cheated» with mapinfo.lua by adding a negative value to minimal height otherwise, I woulnd't have water...
Is it just might related ?

Well... Why not about Krita.... The thing is that I should install all KDE stuff (I'm actually on MATE).
I should also review PNG standards to be sure understanding it correctly.
qray wrote:But with 16bit you can get much better height maps, in most cases.
Yes, but with (others values that the map ones)

Code: Select all

		minheight = -80,
		maxheight = 45,
in mapinfo.lua, is it possible to have same result ?

Forboding Angel,
I saw your pics, thx you !
Well, seems quite close than original TA map.
What is a bit tricky in fact to put it up, is that there are ramps (2 in general) where units/commander can go in whater through.
I will take it to finish it correctly.
PS : I saw you whoopsie ;) thx for update :)
Orfelius
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Re: SevenIslandsMini-V6.1

Post by Orfelius »

Anarchid wrote:The thing however that lacks most is composition. Your islands are asymmetric locally and globally, have unpleasant edges, and nasty textures, but this fails to describe how unpleasant it is to look at them from zoom out. They feel completely out of place aesthetically on your sea bottom image. It just hurts to look at them :|
This is a remake of an TA map. Complaining abaut being assymetrical is ... silly (as OTA maps are assymetrical by nature anyway).
FabriceFABS wrote:Anarchid wrote:
You actually have a pretty skybox.
Still a mockery? How to take it ? As if that was not enough...
I don't want to join the either side but this is exacly what Ivory was talking abaut being too defensive.
Can't you take a compliment? :)

You can also use either Krita or some dev version of GIMP (one that supports 16 bit geryscale) for better heightmap.
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Anarchid
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Re: SevenIslandsMini-V6.1

Post by Anarchid »

You complain like a kid, rememeber : you started first... Think more maybe before posting ?
Now I don't know you, neither who you are, so it's normal for me to check who I meet, simply because no one is perfect for saying such things.
The sarcastic part of that post related to you not being competent at the checking part as evidenced by confusing Metropolis Spring v0.15 for a map.
This is a remake of an TA map. Complaining abaut being assymetrical is ... silly (as OTA maps are assymetrical by nature anyway).
Why did you change the sea bottom texture, then? TA didn't have pretty sea bottom textures either.
What i mean by this is that i don't care if TA guys did it wrong, you don;t have to repeat it.
I don't understand « the whole islands have the metal texture down to the bottom ». Would you explain it more please ?
What i meant is that (like forb also said) if you want to have blue water you should make the water blue and keep the texture clean. This way if for some reason the water disappears (e.g. someone does !setoptions waterlevel=-1000, or plays Journeywar where you can pump all water off-planet etc) and the sea bottom is exposed, it won't be blue. Sea bottom should not be blue.
Still a mockery? How to take it ? As if that was not enough...
Don't overthink this. I'm mostly that type of person who says "that was a joke" after making jokes.
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Forboding Angel
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Re: SevenIslandsMini-V6.1

Post by Forboding Angel »

I realize that water is a pita to deal with, but at the same time, water color settings should define what the floor looks like. The texture should just look normal. Water is perfectly capable of taking care of it.

FWIW, core prime water was putrid green too.
Orfelius
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Re: SevenIslandsMini-V6.1

Post by Orfelius »

"There is a part of joke in every joke".
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