Someone NEEDS to make this map - Page 4

Someone NEEDS to make this map

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

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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

aGorm wrote:...
Ive pretty much gott he heightmap sorted, ...
Care showing it so we can bash and insult you (and hopefully argue constructively about it but that is a side bonus)?
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Image

Image

First to point out the texture has odd lines across and down the middel gets a cookie (ohh.. thats me then). I'll rub them out of the final thing dont worry.

Feel free to bash it, but be aware I wont listen :P

aGorm
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Besides those lines it looks great!

Make sure it get trees/rocks
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

yarr looks good.
How big is it? (between big and huge)
Last edited by Zenka on 29 May 2006, 18:21, edited 1 time in total.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Thanks mate! They will be gone!!

(And yhe, was gonna use a mix of plams, trees, rocks, and maybe a few other bits of shrubary (NI!!!!))

28 x 28 i think...

aGorm
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It's not bright enough.

Make the yellow sea bottom a tropical blue and make the green much brighter, so it looks mroe like the supcom map, otherwise it's gonna look too dark....
feanix
Posts: 16
Joined: 30 May 2006, 00:11

Post by feanix »

i though i'd post my own efforts

Image

its designed to be a 32x32 map. its only an approximation, but its close enough, i think. the water colour wont be in the final texture (spring does its own blue water texture as far as i can tell), its just there to give an impression of the water level. i might need to make the mountains look a bit more craggy too. ah well, WIP...
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I kind of like the slightly brighter green of aGorm's map better.

Also that is one chu-razy avatar.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Man AF, why must you always state the obvios?? Of course the dam sea will be blue when its done. Thats the texture when not in game, IE with no water. You dont putt he water in the picture mate, you let the engin add it and renedr the sae bed (which at that whiteish yellow colour happens to come out a nice shade of blue, especial with decent water settings in teh smd)

Also, whiles't its based on teh sup com map... it aint an exact replica and I never said it would/could be. Grass will prob turn out lighter (so that the trees dont look odd) but just because its based on it dont mean it will be just like it. (just like my mountains are slightly different...)

(Oh and thanks Zoombie)

aGorm
feanix
Posts: 16
Joined: 30 May 2006, 00:11

Post by feanix »

lol, i could rebalance the colours if need be. also, im aiming for 32x32... this all depends if i can find a computer with enough ram to hold the enormous bitmap. i'll scale it down if necesary.

im making this map for me and my friends, so im going ahead with it regardless, i just thought you guys might be curious. :3
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

feanix and agorn, i think both look nice. I do like the colors of feanix, although when making a kinda 'remake' you should go with a brighter green, and if not, i like it (bit standard l3dt texture but okay). aGorn's render is very nice! (which program did you use?)

The seabed thing is also nice aGorn, and i also would make it that way. I only think it's a pity that in the minimap you will see the surface texture, and not the water, so your boat-icons will float in beachsand... (not that this is a really big problem), but i did it the feanix way, with a blue color on sailaway...)

just both finish em, and make them good, and don't start thinking the other one will 'really' finish it!!
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

make a monkeylord feature :lol:
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

No worries IceXuick, go and look at Aftershock again... Notice there is Sea on teh mini map... and not on teh texture...

I thought you knew how water worked?? :P

aGorm
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

AF wrote:It's not bright enough.

Make the yellow sea bottom a tropical blue and make the green much brighter, so it looks mroe like the supcom map, otherwise it's gonna look too dark....
I agree it needs to be a bit brighter, as it's a remake of a supcom map, it should look like a supcom map.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Ice: The ingame minimap is a miniturized version of the macro map being rendered, so you can see the water even when the land under it isn't textured as water. This doesn't transfer over to lobby because you have to go through the game loadup to acctually render the map, so lobby only shows a mini of the primary texture, not the map the way it looks in it's final render.

You can see explotions on the minimap ingame too for this exact reason, it's just a mini version of the macromap.
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IceXuick
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Joined: 14 Mar 2006, 01:46

Post by IceXuick »

:) :oops:
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

aGorm wrote:No worries IceXuick, go and look at Aftershock again... Notice there is Sea on teh mini map... and not on teh texture...

I thought you knew how water worked?? :P

aGorm
That one struck me as a little strange too... Bottom of sea == sand... Thats the way the ocean works...
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Lmao.
Proply
Posts: 36
Joined: 07 Sep 2005, 12:22

Post by Proply »

looking nice :)

kinda looks like a green acid bridge (minus the acid of course)
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OverDamage
Posts: 46
Joined: 06 Mar 2006, 09:47

Post by OverDamage »

If you happen to look close at this picture, you will notice green and blue X's on the minimap.

I think it would be safe to say the green X's are metal patches, as the layout seems to me like a good metal layout.

The blue X's may be some kind of energy patch (IE geothermal). Given that there are only 4 such patches on each side this seems logical.
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