Cervino

Cervino

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Cervino

Post by Silentwings »

20x12 snow map, for 6-16 players.

Image
Image
Image

Rocks/cliffs are impassable. Steepest slopes are kbots only.

Springfiles download link: https://springfiles.com/spring/spring-maps/cervino

Made with World Machine.
The texture is generated using similar techniques to viewtopic.php?f=81&t=33978.
Attachments
screen00914.png
(2.65 MiB) Not downloaded yet
screen00913.png
(3.15 MiB) Not downloaded yet
screen00912.png
(2.64 MiB) Not downloaded yet
User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Cervino

Post by The Yak »

Something's wrong. Map is not appearing on api.springfiles: http://api.springfiles.com/files/maps/?C=M;O=D
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Cervino

Post by Silentwings »

I can only guess its an issue with SpringFiles - https://springrts.com/mantis/view.php?id=5914
User avatar
ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: Cervino

Post by ThinkSome »

Lobbies cannot download it (which you might already know)
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Cervino

Post by Silentwings »

It should be working now, thanks abma!
User avatar
ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: Cervino

Post by ThinkSome »

We've today played a Spring:1944 3v3 on it and it felt fine, if not a bit too porcy at the sides. Access to the lower left hill and upper centre one also proved too steep for vehicles to traverse. Nice map!
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Cervino

Post by Silentwings »

I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

Re: Cervino

Post by dansan »

I like it, if different unit types are required on a map.

I wonder how it would be to play its center (plus the connecting north+south arms) flooded.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Cervino

Post by Google_Frog »

These cliffs are too bright when they are inside LOS.
Image
The metal in the center could be improved as it is currently just a uniformly distributed spread of spots. There are no mex spot textures so I could mess with this myself.
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Cervino

Post by Silentwings »

I won't add metal spot textures, it doesn't seem appropriate for a snow map (moreover - many games automatically show metal spots in f4 mode when placing startspots/mexes, and others don't use metal spots at all).

I might change the lighting on the slopes, but ofc how it looks depends a bit on your games LOS colours, whether using bloomshader, etc. In fact I dim my screen and remove blue light, because its easier on my eyes (using f.lux), so it probably looks darker for me!
User avatar
ThinkSome
Posts: 387
Joined: 14 Jun 2015, 13:36

Re: Cervino

Post by ThinkSome »

Silentwings wrote:I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
These hills:
Cervino.jpg
(338.83 KiB) Not downloaded yet
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Cervino

Post by Silentwings »

Ah now I see what you mean - for *A, the ramps up and down from those two hills, and also two other ramps up from the back bases in TL/BR, are not veh passable. So it seems pretty similar.
User avatar
triton
Lobby Moderator
Posts: 330
Joined: 18 Nov 2009, 14:27

Re: Cervino

Post by triton »

In BA, 4vs4 is fucking amazing here THX.
User avatar
PtaQ
Posts: 186
Joined: 15 Sep 2009, 10:40

Re: Cervino

Post by PtaQ »

Just wanted to say its fking op too :) Love the looks and gameplay. We always been missing on good Kbot maps.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Cervino

Post by Kloot »

Pretty, I'm tempted to add detail specular splatting just to see moar snow maps produced.

Two requests:

1) remake Nuclear Winter in this style
2) if you do, increase shadow density by 0.1 or so (like on Amarante, they're barely visible at 0.05)
gajop
Moderator
Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: Cervino

Post by gajop »

(Slightly veering offtopic) @Kloot: Why not just splat everything: diffuse, specular, normals, emission, etc. ? Splat materials
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Cervino

Post by Silentwings »

Two requests:
Will do. If you would like to try adding DNTS you are welcome (happy to provide tmd source files or normal maps etc if helpful).
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Cervino

Post by Anarchid »

Oh yes splat materials plz plz *puppy eyes*
Post Reply

Return to “Map Releases”