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Re: Kbot-map Competition
Posted: 22 Mar 2009, 13:43
by Otherside
so far i got this (done in l3dt)
tested it on spring kbot can climb on mounds vehicles cant. Water is shallow and anything can traverse it but you cant build on it
now need to hand paint it to stop the fugly and add mex spots geo's maybe features
Re: Kbot-map Competition
Posted: 22 Mar 2009, 14:04
by Warlord Zsinj
I just noticed that whenever you put your hands to doing artisty things you always go for paint (your impcomm submission, the XTA manuals, this map sketch, etc), which strikes me as odd seeing as you've got photoshop... Paint's gotta be one of the most infuriating, limiting programs I've ever used o_O
Re: Kbot-map Competition
Posted: 22 Mar 2009, 14:21
by Jazcash
Warlord Zsinj wrote:I just noticed that whenever you put your hands to doing artisty things you always go for paint (your impcomm submission, the XTA manuals, this map sketch, etc), which strikes me as odd seeing as you've got photoshop... Paint's gotta be one of the most infuriating, limiting programs I've ever used o_O
http://www.youtube.com/watch?v=uk2sPl_Z7ZU
Re: Kbot-map Competition
Posted: 22 Mar 2009, 15:00
by Beherith
Otherside wrote:so far i got this (done in l3dt)
Good start. What I recommend you really look out for is that different units can fire from different levels of water. Most kbots can fire from -20 (the max for bot and vec passability in BA), but many vehicles like flash and gators have trouble with this.
Re: Kbot-map Competition
Posted: 22 Mar 2009, 15:30
by Otherside
i lowered the water level so all units can fire (but buildings cant be built and doesnt look fugly)
the waters main purpose is to stop people porcing on the water line (tho you still can with naval defense)
and vehicles have some form of viability as the ramps in the startign corners allow them to go into the lowlands (arty etc and fighting in the lower area's might even add a type map to lower area's making it better to use vehicles on the lowlands)
but kbots have full map access and its till mainly a kbot map
ill be adding 1 mex spot per island (more on the big land masses)
its 16*16 aimed for 3v3+ Metal values will be highish seeing as metal spot numbers will be relatively low
Re: Kbot-map Competition
Posted: 22 Mar 2009, 15:42
by 1v0ry_k1ng
wz:
http://www.youtube.com/watch?v=i9W6o_HQw9c
otherside:
cool concept, the reflectivity will make it look kickass if you get a good sky and lighting put together- what you going for with that?
also, no metal spots in the water? so the water is unporcable and units can move around there unimpeded? thats a pretty cool idea although it does mean that people might porc the islands to the max so things get a bit static..
I'm converting my map to photoshop, colours and gradiants noow..
Re: Kbot-map Competition
Posted: 22 Mar 2009, 19:02
by MidKnight
@otherside: If you can get a truly "marsh-ey" feel on this map (getting the "mounds" to look connected to the whole of the map, making the whole thing maybe a tiny bit less regular), the result, in my opinion, would be awesome.

Re: Kbot-map Competition
Posted: 22 Mar 2009, 19:12
by Pxtl
Be careful with size - "huge" kbot maps tend to degrade into air + vehicle games, because kbots take days to make it from point A to point B. ConVs + transports or conplanes claim territory faster than kbots do on a huge, hilly map.
Re: Kbot-map Competition
Posted: 22 Mar 2009, 19:23
by 1v0ry_k1ng
yeah, changes in altitude encourage the placement of defences on high ground to cover movement in the lowground
size:
Map to have at least one facing of 16x or greater but be smaller than 20x20 (for performance reasons)
delta is what, 20x10?
I'd go for somthing closer to 18x10 or 16x12 because hills represent a larger map- if you flatten the surface area of a hill it ends up being almost 150% of the distance it occupies horizontally
Re: Kbot-map Competition
Posted: 23 Mar 2009, 01:47
by hunterw
Pxtl wrote:Be careful with size - "huge" kbot maps tend to degrade into air + vehicle games, because kbots take days to make it from point A to point B. ConVs + transports or conplanes claim territory faster than kbots do on a huge, hilly map.
a properly designed kbotty terrain will have kbots travelling faster than vehicles simply due to slopes being green for kbots and yellow for vehicles
however
your thoughts are correct, if the map is too long to transverse with kbots it makes atlas + boydropping too effective. you want that to be a risky strat, not an everyone has to do it or gg strat
Re: Kbot-map Competition
Posted: 23 Mar 2009, 05:53
by KaiserJ
i'm in.
Re: Kbot-map Competition
Posted: 23 Mar 2009, 22:26
by 1v0ry_k1ng
ok ive got world builder 1.25, this should be a breeze

Re: Kbot-map Competition
Posted: 24 Mar 2009, 00:26
by MidKnight
1v0ry_k1ng wrote:ok ive got world builder 1.25
Tell us how and for how much money, if any. Right. Now.
Re: Kbot-map Competition
Posted: 24 Mar 2009, 01:18
by Beherith
Nothing special, just to start the competition off.
My entry:
http://spring.clan-sy.com/phpbb/viewtop ... 13&t=18227
Re: Kbot-map Competition
Posted: 24 Mar 2009, 18:38
by Jazcash
Beh auto wins unless Artturi gets on the job.
Re: Kbot-map Competition
Posted: 24 Mar 2009, 18:42
by Otherside
still not done need to add metal spots (hand paint ugly light greeen area's)
every mound can be climbed with kbots and vehicles can be used at start pos and traverse the shallow water
all the islands can have some buildings built on them
adding a geo on the 2 fort like islands also
mex spot per island and a few on bigger islands and start pos
Re: Kbot-map Competition
Posted: 24 Mar 2009, 18:44
by KaiserJ
JAZCASH wrote:Beh auto wins unless Artturi gets on the job.
my map will be uglier than theirs, but then again, i'm assuming gameplay will be a factor so i'm still going to try
edit : looking good, otherside and behe!
Re: Kbot-map Competition
Posted: 25 Mar 2009, 10:40
by Beherith
Otherside, correct me if im wrong, but it seems you used the photoshop gradient tool to make the ramps.
My preferred method of making natural looking ramps is:
Lasso too, set to a feather of 10-20, dependent on ramp size, then hit a gaussian blur on the selection with a radius of about 20. If its not smooth enough, then hit blur again. Looks tons more natural.
Re: Kbot-map Competition
Posted: 25 Mar 2009, 15:12
by ralphie
here's my WIP
I still need to make the heightmap a bit more "natural" (while sticking within a terrace style for easy visual cues, playing in f4 sux)
Re: Kbot-map Competition
Posted: 25 Mar 2009, 19:16
by Beherith
Nice, ralphie!
Im just finishing up a texture on another one, and it looks soo similar to yours :)