..:: Althora Construction Screen Shots ::.. - Page 3

..:: Althora Construction Screen Shots ::..

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Whats all the snipping?
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SwiftSpear
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Post by SwiftSpear »

I'm pretty sure it's deci or noize dousing flames.

Behave please people.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

it was deci

Image
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AF
AI Developer
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Post by AF »

snip when snip and I thought snip why cant you all snip loada crap

*gives out cookies to the mappers for bitch fight*
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

I guess the point I'm trying to make is:

I should not need F1 mode (Heghtmap mode IIRC) to tell the differences in height (except perhaps for EXACT placement of certain longrange structures), but generally, the various hieghts and highs and lows of the map should be self-evident, and the differences and gradients between highs and lows should be self-evident, and without shadows enabled.
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Das Bruce
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Post by Das Bruce »

AF wrote:snip when snip and I thought snip why cant you all snip loada crap

*gives out cookies to the mappers for bitch fight*
Has this actually been edited or is it a joke?
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mother
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Post by mother »

snip

:wink:
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Forboding Angel
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Post by Forboding Angel »

Dragon45 wrote:I guess the point I'm trying to make is:

I should not need F1 mode (Heghtmap mode IIRC) to tell the differences in height (except perhaps for EXACT placement of certain longrange structures), but generally, the various hieghts and highs and lows of the map should be self-evident, and the differences and gradients between highs and lows should be self-evident, and without shadows enabled.
definately agree on this one. Typically, with rendered maps it's not an issue though. It the maps that ppl make using photoshop where you have issues, ftl.
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hrmph
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Post by hrmph »

When a map has a really tall heightmap it can add a lot of differences to the gameplay. It does take extra work to make it work though; and not just an annoyance. On some maps it works very well though, take Mountain Siege, Caldera, or Cliffdown(less tall) for example.
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Cheesecan
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Post by Cheesecan »

Forboding Angel: The two images of diff height levels you posted are obviously different because of these two factors:
1. Climate altitude level settings for textures, different texturing per altitude.
2. The shadows. These would appear differently in spring.

I'm not sure if you will understand this explanation, so please ask questions if you do not.

Horst and Graben is imho a decent map, and not flawed by its height. Sure the gameplay is different, but not necessarily bad because of height difference. Think of like real life where tanks do not work as well in say Afghanistan as helicopters and bombers.
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Forboding Angel
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Post by Forboding Angel »

Cheesecan wrote:Forboding Angel: The two images of diff height levels you posted are obviously different because of these two factors:
1. Climate altitude level settings for textures, different texturing per altitude.
2. The shadows. These would appear differently in spring.

I'm not sure if you will understand this explanation, so please ask questions if you do not.

Horst and Graben is imho a decent map, and not flawed by its height. Sure the gameplay is different, but not necessarily bad because of height difference. Think of like real life where tanks do not work as well in say Afghanistan as helicopters and bombers.
Why did you ressurect such an old thread?

I was being somewhat sarcastic whne I posted thos pictures. BTW my final assessment was that me and mother were both right in certain ways.

BTW I did figure out how to make pretty high heights work. I tested it a lot, but if you make your heightmap in photoshop at a very low resolution (like 500x500), then scale it up to texture map size, render, then scal it down to heightmap size, the high heights will work... generally. It's hardly an exact science though.
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