Cervino
Moderator: Moderators
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Cervino
20x12 snow map, for 6-16 players.
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.
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
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- screen00914.png
- (2.65 MiB) Not downloaded yet
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- screen00913.png
- (3.15 MiB) Not downloaded yet
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- screen00912.png
- (2.64 MiB) Not downloaded yet
Re: Cervino
Something's wrong. Map is not appearing on api.springfiles: http://api.springfiles.com/files/maps/?C=M;O=D
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Cervino
I can only guess its an issue with SpringFiles - https://springrts.com/mantis/view.php?id=5914
Re: Cervino
Lobbies cannot download it (which you might already know)
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Cervino
It should be working now, thanks abma!
Re: Cervino
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!
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Cervino
I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
Re: Cervino
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.
I wonder how it would be to play its center (plus the connecting north+south arms) flooded.
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- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Cervino
These cliffs are too bright when they are inside LOS.
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.
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.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Cervino
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!
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!
Re: Cervino
These hills:Silentwings wrote:I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Cervino
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.
Re: Cervino
In BA, 4vs4 is fucking amazing here THX.
Re: Cervino
Just wanted to say its fking op too :) Love the looks and gameplay. We always been missing on good Kbot maps.
Re: Cervino
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)
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)
Re: Cervino
(Slightly veering offtopic) @Kloot: Why not just splat everything: diffuse, specular, normals, emission, etc. ? Splat materials
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: Cervino
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).Two requests:
Re: Cervino
Oh yes splat materials plz plz *puppy eyes*