http://springfiles.com/spring/spring-maps/sea-dunes


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Thanks. :)hokomoko wrote:I haven't tried it in game yet, but it looks very nice!
Thanks, and no kidding. XD The inspiration for the metal spots actually came from this:zoggop wrote:as someone who has spent far too long agonizing over dune heightmaps, i feel your pain. the map looks lovely! i haven't seen those kind of metal spots, i like them.
Well, 'sharper' and 'less symmetrical' are really two different issues.zoggop wrote:my preference is for less symmetrical, sharper-topped dunes, but those may be a pain to make playable.
That was something I did consider in the design. The way the metal spots are spread out, the amount of space and the terrain favors ambushes and raiding, or at least that's what I hope for anyway. I guess we'll see, assuming it actually gets played at all. >.<zoggop wrote:i like how (in BA at least) the map is actually possible to navigate with vehicles, but it becomes a maze.
I hadn't even noticed that, but it's true in ZK as well. I thought for sure it had ended up unplayable for veh since the dunes are on top of a sort of rolling-hills terrain to give them a more realistic wavy shape, so this is kind of a nice surprise. I noticed the maze-effect in earlier versions and thought it was cool as well.
zoggop wrote:i imagine this map could enable some entertaining stealth tactics (LOS and radar would have many blind spots).
lol, can I take that as your seal of approval smoth?smoth wrote:FORB, whackamutungaririoogabooga 2!
I think I know what you mean about that. I did do that with earlier versions, but that was before I introduced the rolling hills bit, which I don't really know how to flatten effectively. There is the concern that it's difficult to build things on the map (although it's still very possible), but what I've found is that while solars are difficult to build, windgens and most defenses are not, and wind is also very cost effective on this map, which helps. Building facs is about as difficult as solars, but since you don't generally do that often it shouldn't be a major concern.smoth wrote:the only issue you may have is the terrain not being flat in between the dunes will cause the players base to show up by the deformation of the ground that is why I ended up flattening my map in spots where expansions made sense. http://zero-k.info/Maps/Detail/17929
I like what you have going here though, just take the feedback as a consideration for future maps.
Nope, all SME.smoth wrote:this looks like a Worldmachine file? if so can I have a go at the file, I might be able to show you some cool tricks
I haven't had that problem or heard of anyone else having it, so it's probably your game.PicassoCT wrote:Error: Failed to load: fp_featureplacer.lua (error = 2, mapconfig/featureplacer/config.lua, Include() could not load 'mapconfig/featureplacer/set.lua')
Dont know if map-based troubles.. maybe jw lacks some lua..
Have this too in my infolog. Doesn't hinder map from loading, though. So it probably goes unnoticed by most people.PicassoCT wrote:Error: Failed to load: fp_featureplacer.lua (error = 2, mapconfig/featureplacer/config.lua, Include() could not load 'mapconfig/featureplacer/set.lua')
Since your map design relies heavily on the heightmap and the auto minimap is done of the diffuse texture only, you don't see any structure in the preview.yeah the preview makes it look like it's terrible. I'm not sure why some maps seem to show terrain in their preview while mine don't.
I'm not sure if that would work or not. If I had to scale the dunes down they'd lose their effect, but if I keep the scaling I'd possibly end up with a strange asymmetrical map. It'd probably have to be around 10x10 even then. I may mess around with that later and see what I can cook.qray wrote:If you take requests: I could image a small version (8x8 or 8x6) for 1v1 could be very much fun