.:New Map:. Greenheaven

.:New Map:. Greenheaven

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

.:New Map:. Greenheaven

Post by Forboding Angel »

First of all I apologize for the cheesy name. I was asked to redo greenhaven. I could not get things how I wanted them so I ended up redrawing the entire heightmap.

I have it looking quite nice now. It is 28x28 and set up for 5 vs 5 play. Unfortunately I had to remove the geo's. If I manage to get mapconv to like them I will release a new version. There are currently 7882 features on this map (trees).

Unfortunately, the download size is horribly hefty at 27 megs.

I will be releasing a 16x16, that is nothing but a retexture of greenhave as well (because I was asked to).

Download here: http://fileuniverse.com/?p=showitem&ID=3369

Mini and Screen:

Image

Image
Last edited by Forboding Angel on 05 Jun 2006, 07:07, edited 1 time in total.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Looks nice

except those bright trees!

and i thought you were going to add a rock or two..
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The trees dont fit at all, we're in desperate need of replacement trees.

But the map looks very nice, nice and bright, big, interesting, the minimap looks very curious, the sort of map you'd want to explore......

If onyl we had more bright maps, instead of the dull usual maps
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

problem is that there are very few ways to make a green mao bright. THis one is pretty bright. Not as bright as I would like, but you can't really achive the right brightness by tailoring the texture to it.

The sun in spring does very little.

Only real way to brighten up a texture is the add a custom detail texture, and that is hardly a solution :-(

Trees have always sucked. You might as well get used to them :-(
KorJax
Posts: 9
Joined: 24 May 2006, 00:50

Post by KorJax »

Hmm... it may be jsut my tastes, but im not fond of it, looks alittle basic, but it is a remake, and it probibly plays well :)

Is there any chance to release a smaller 1v1 or 2v2 version (like take on of the symetrical corners and release that by itself?)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

KorJax wrote:Hmm... it may be jsut my tastes, but im not fond of it, looks alittle basic, but it is a remake, and it probibly plays well :)

Is there any chance to release a smaller 1v1 or 2v2 version (like take on of the symetrical corners and release that by itself?)
Yep in a way you are right. It is basic. thats the way greenhaven was/is though.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Image
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Image

Is this the "post pictures thread?"
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

NO it's not...

Das Bruce tried (and failed again) to add contructive critique
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

My only concern would be the sloppy tree placement... (IE the trees look totaly random, and on teh brown hill sides that makes them look odd...)

aGorm
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

aGorm wrote:My only concern would be the sloppy tree placement... (IE the trees look totaly random, and on teh brown hill sides that makes them look odd...)

aGorm
the feature placesment is the same as the original, so don't look this way. Besides, trees in spring look like shit anyway.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Looks great. Grass texture is nice and vibrant.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

The hills looks too mirrored, that looks unnatural. I'd prefer the minimap to remind me of an aerial view of a hilly countryside than of Rorschach tests.
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

looks nice !

the darker green trees look really okay, fit in nicely BUT should be placed otherwize, even though it's like the original, the way it is now is stupid, and if trees are placed a bit otherwize, it doesn't affect gameplay.

Psst, in desert triad OTA remake, i didn't place the rocky-features exactly like the original... Just made them fit better :)

it's only a 5 min job, so plz do it, it will look even better, instead of a look-ing-rushed thingy.
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

zwzsg wrote:The hills looks too mirrored, that looks unnatural. I'd prefer the minimap to remind me of an aerial view of a hilly countryside than of Rorschach tests.
agreed, but if this is the original...

i also don't like mirror-ness in maps, but you can make maps alot faster this way :wink:

i dunno if FA likes to make a full new heightmap, and re-render everyting.. though.... he could do this, and make the trees better as well :lol:

we'll see
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

IceXuick wrote:
zwzsg wrote:The hills looks too mirrored, that looks unnatural. I'd prefer the minimap to remind me of an aerial view of a hilly countryside than of Rorschach tests.
agreed, but if this is the original...

i also don't like mirror-ness in maps, but you can make maps alot faster this way :wink:

i dunno if FA likes to make a full new heightmap, and re-render everyting.. though.... he could do this, and make the trees better as well :lol:

we'll see
I also find mirriong annoying, but sometimes it has to be done. You don't seem to realize that I had to redraw the heightmap. The original sucked and I got it as close as I could manage.

Ok ice, when making 28x28 mirroring takes more time... a lot more. Because you have to have 9 layers that are sized at 14336 in photoshop and line them up. Takes a long time.

5 minute job??? there are 7882 features on this map. You explain to me how it's a 5 minute job. Desert triad is an 8x8, this is a 28x28 == much bigger. Maybe I should just take the trees out.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

I am with Das Bruce on this one.

While i like most of your maps Forb, this toxic green land of pimple heads is nowhere near your usual standards.

You said that you could not get where you wanted, and it shows.

If you want to do a bigger version of green-heaven, i suggest using an approach more in the direction of River-Dale but with symmetry, creating a land-scape without Akne.

You actually did a remake of Greenheaven already, but with fewer hills, which plays quite well. Thats what i mean by "River-Dale-ish".

I think it is quite possible to make a huge "Greenhaven" for EE without going this route, just by increasing the size of the hills, their height, and the space between them.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

You could do it in 5 minutes or less with a bit of photoshop 'magic.' First take the heightmap image and paste it as a separate layer on top of the featuremap. Then select all the black space on the heightmap with the magic wand tool. Now Inverse the selection and select modify and border. You'll have to play around with the border value to get a good result. Just make sure the selection contains the whole gradient that makes up the sides of the cliffs. Then just take the selection and use it to delete the trees from the featuremap layer. Of course it isn't perfect but is a quick fix that looks fine (definite improvement atleast).
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Uploading a new version. Tree's are gone. I don't wanna hear about it any more.

Heights have been lessened, in EE lv1 tanks can easily make it up the hills.

Now as far as greenhaven goes... I am releasing a 20x20 of ACTUAL GREENHAVEN. The reason it is 20x20 is so that the hills aren't so "pimply".

Also, Evergreenhaven was a REMAKE (slight mods done to the heightmap). The reason it does not have "pimple hills" is because the evergreen tileset didn't have any hills that small. Grrrr.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

New updated screenie
Post Reply

Return to “Map Releases”