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Re: New Map - Dworld V1
Posted: 26 Feb 2009, 17:21
by Beherith
MajorMayhem, your a really valuable and indispensable asset of this forum.
Non textured sea areas are the result of a tradeoff between small file size, less gpu load and texture quality of the land areas.
Hoverspam is a not an issue at all, since sea cliffs are made so that hovers cant pass them, but amphibs can.
Re: New Map - Dworld V1
Posted: 26 Feb 2009, 19:00
by Jazcash
MajorMayhem wrote:I personally think it is the gayest map I have ever seen.....And I have seem a lot of gay maps.

Gtfo of the Spring Forums.
Re: New Map - Dworld V1
Posted: 26 Feb 2009, 23:00
by MajorMayhem
You will have to forgive my ignorance but.....What does gtfo mean?
Re: New Map - Dworld V1
Posted: 26 Feb 2009, 23:01
by MajorMayhem
Oh, Oh, No wait, oh I see, you cleave boy you...... hehehe
Re: New Map - Dworld V1
Posted: 26 Feb 2009, 23:17
by Hoi
lawl you can stay. just don't say something is stupid without reasons, or suggestions (be constructive), it makes people maddddd

Re: New Map - Dworld V1
Posted: 26 Feb 2009, 23:59
by SirArtturi
This kind of discussion belongs to Off-topic and #main! Please don't spoil the real topic here...
Re: New Map - Dworld V1
Posted: 27 Feb 2009, 00:41
by Quanto042
This map makes me happy.
Re: New Map - Dworld V1
Posted: 27 Feb 2009, 02:51
by Beherith
Forgotten realms needs at least 50*30 with 32 players...
Edit: BTW, is there any sense in adding 32 start points, perchance? Maybe the lobby server will get its patch?
Re: New Map - Dworld V1
Posted: 27 Feb 2009, 03:37
by MidKnight
Beherith wrote:MidKnight wrote:Thank you! FFA maps are good, becase every time a new ffa map is released, thehunters is played less(!)
On second thought, a thehunters retexture wold be nice.
Commenting on the map: i agree with the others, little islands would be nice

. also, a plateau type thing would pose an interesting challenge for players

. and most importantly: PLEASE, make the watercolor on this map compatible with bumpwater (like tropical, rather than tangerine

)
How is the watercolor not compatible with bumpwater? Even the bumpwater settings are optimized for this look. In fact, even the screenshots are with bumpwater.

pointed ot where the edges show, and also, err, modified the map a bit, so that it looks more "pro"

XD
Re: New Map - Dworld V1
Posted: 27 Feb 2009, 04:19
by MajorMayhem
Seriously, I really like that map. I haven't played on it yet but probably will the next match that I host. Are the hills between the roads impassable as to force you into choak points. I like the idea of bottlenecks just not when there is only one and it is the only way to proceed like on speedmetal where the wrenckage just becomes annoyinng. How can I learn to make maps? Will you tutor me? I am very artistic and have much experience with 2d and 3d image creation softwarez. How long does it take you to make a map on average?
Re: New Map - Dworld V1
Posted: 27 Feb 2009, 10:17
by Beherith
Your image doesnt display for me
All hills are kbot passable.
Mapmaking can be easily learned from the tutorials on the wiki. If, after reading those, you still have questions, you can post on forums.
Usually takes me a day to make a map. If I have a solid concept, then it takes less. For me the most time is still the heightmap tweaking. Then it depends on the mapsize, as texturing of larger maps can take a bit of time.
Re: New Map - Dworld V1
Posted: 24 Mar 2009, 01:36
by MidKnight
So much for Pixlr's "permanent image hosting"

I'm gonna have to make a new image, stay tuned.