Cervino

Cervino

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Silentwings
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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
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screen00913.png
(3.15 MiB) Not downloaded yet
screen00912.png
(2.64 MiB) Not downloaded yet
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The Yak
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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
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Silentwings
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Re: Cervino

Post by Silentwings »

I can only guess its an issue with SpringFiles - https://springrts.com/mantis/view.php?id=5914
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ThinkSome
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Re: Cervino

Post by ThinkSome »

Lobbies cannot download it (which you might already know)
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Silentwings
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Re: Cervino

Post by Silentwings »

It should be working now, thanks abma!
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ThinkSome
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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!
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Silentwings
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Re: Cervino

Post by Silentwings »

I guess S44 has different veh movedefs to *A, in that case? (Also, not sure which hills you mean.)
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dansan
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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.
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Google_Frog
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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.
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Silentwings
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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!
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ThinkSome
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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
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Silentwings
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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.
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triton
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Re: Cervino

Post by triton »

In BA, 4vs4 is fucking amazing here THX.
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PtaQ
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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.
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Kloot
Spring Developer
Posts: 1865
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)
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gajop
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Re: Cervino

Post by gajop »

(Slightly veering offtopic) @Kloot: Why not just splat everything: diffuse, specular, normals, emission, etc. ? Splat materials
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Silentwings
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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).
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Anarchid
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Re: Cervino

Post by Anarchid »

Oh yes splat materials plz plz *puppy eyes*
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