Thanks for the feedback.
Orfelius wrote:The representation in ZKL once again fails to recognise the superb quality ofc (because its the shaders that give it great looks).
Yep, minimap is a compromise and a mixture between ingame screenshot and parts of diffuse with a slightly higher contrast. Screenshot itself was much too dark in ingame minimap. Even the diffuse was and showed not enough contrast to give a good overview. Since ingame is more important than webpage/lobby representation, it was rather adjusted for this.
Orfelius wrote:I don't really like is that with LoS on the map is super dark
Oh, I did not test with LOS. But now that I checked, you're right. But I guess this just comes from the map being rather dark overall. I see no way to fix this without changing the complete look (which I do not intend do to

).
Orfelius wrote:Mexes could be more noticeable somehow. Perhaps feature mexes + diffuse mexes would work nicely on this map?
In an earlier iteration, mexes had more light emission and a bit more blue color component. They were well visible, but I felt this looked rather out of place and disturbed overall impression. I don't think it's too big a problem, since in F4 metal view, they are visible very well...
Maybe tuning them just a bit more brighter/blue could help. Will have a look.
Orfelius wrote:It is kinda hard to figure out where the main terrain starts to drop etc. Ramps are significantly dark but it also creates a poor vision of fake shadows. I can't really think of a way to have the differences of the terrain more visible.
Actually I didn't go for fake shadows, but rather a good contrast between planes and ramps. Maybe ramps are a bit too dark now?
The texturing did go though many iterations and so far I haven't found sth. for the ramps that makes height steps more clear. I could try to make the difference between different plane heights stronger (they actually have each a different texture color). For the two lowest levels, the fog shows it already OKish, I think.
Orfelius wrote:Also I feel that the rocks should not have this molten cracks but instead be dry.
The molten look was actually what I was going for; sth. like cooled down lava. So I don't think I will be changing this
Orfelius wrote:Oh and there is this very weird issue with Zero-K that the music it plays gets changed all the time. I don't know why does it do that on this map

are you using Klon's ambient sound widget?
The only sound thing that this map uses comes from the lava gadget. Since it's the same as used in Violence I would have thought it does not disturb ZK. Or does Violence have the same problem? Would be thankful for tips how to fix this.
A friend also pointed out that metal distribution is too porky. I have to admit he has a point, so this will need some rearrangement, too.
To sum up my todo list:
- diffuse texture contrasts
- hills heightmap
- metal distribution and look
- redo normal map from scratch (I accidentally destroyed the input image)
- adjusted light emission, splat detail
Since I will have to touch/redo every input file, I might take a few days
