Map design concept / WIP. mean streets of the deathstar - Page 2

Map design concept / WIP. mean streets of the deathstar

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

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KaiserJ
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Re: Map design concept / WIP. mean streets of the deathstar

Post by KaiserJ »

few things.

managed to lick the "rounded wall" problem i think... it WAS just me being stupid and using file formats i know nothing about.

so yeah : for anyone following along and trying their own max-based map...

1) exporting my view from 3dsMax as a 24 bit .bmp set to monochrome
2) opening with fireworks, cropping image
3) scaling using "use closest neighbour" to the proper size of the hieghtmap (gimp doesnt have this, and it looks like crap if you use bicubic... you lose a lot of sharp edges)
4) loading the sized image into gimp and doing the behe blur! (selective guassian with a radius of 2 and a delta of 2
5) exporting an 8 bit bmp, loading it with SME, huzzah!

this seems to get me an almost perfect heightmap. i'll work on it more when i've gotten the new texture done; its rendering now but it'll be ages and i have to head back to work anyways.

perhaps a testing version tonight or tomorrow.

hunter, that pyramid thing... i looked, but i couldn't see it... hopefully i wont have to deal with it as it sounds hella annoying.
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hunterw
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Re: Map design concept / WIP. mean streets of the deathstar

Post by hunterw »

picasso always made maps with 3dsmax - not sure if hes still around but if you run in to any problems he may be able to help
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CarRepairer
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Re: Map design concept / WIP. mean streets of the deathstar

Post by CarRepairer »

KaiserJ wrote:3) scaling using "use closest neighbour" to the proper size of the hieghtmap (gimp doesnt have this, and it looks like crap if you use bicubic... you lose a lot of sharp edges)
Really? Try scaling using the "no interpolation at all" setting.
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Beherith
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Beherith »

to check split direction, type /wiremap ingame.
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1v0ry_k1ng
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Re: Map design concept / WIP. mean streets of the deathstar

Post by 1v0ry_k1ng »

this looks fantastic O.O

its the closest thing to an urban spring map :D
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KaiserJ
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Re: Map design concept / WIP. mean streets of the deathstar

Post by KaiserJ »

:mrgreen:

Image

Image

Image

http://www.springfiles.com/show_file.php?id=2294

someone give me a good map concept now. this one might work 3v3, havent tested it in a real game yet, only against bots
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Gota
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Gota »

This could be a great metal map :)
Make mexes give out metalheck M amounts and this map will be super popular.
Hey,think it might need to be a little less bright?
I think a slightly darker atmosphere might be better.
Like a night sky and blackness around the map..
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AF
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Re: Map design concept / WIP. mean streets of the deathstar

Post by AF »

Kaiser, you have the chance to show the supcom 2 people, we can do that too, and we can do it before you've even made your first release!

Don't just make a generic map which just happens to be made of 3D modelled geometry, exploit what you have in combination with the tags to disable drawing of ground.
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smoth
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Re: Map design concept / WIP. mean streets of the deathstar

Post by smoth »

can you break it up into tiles for sme?

frost if you are going to be building this into tiles, is it possible for users to make tile sets based off of this set? as in to build on or make variants of what Kaiser is doing?
Frostregen
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Frostregen »

Yup, sure.

A tile will consist of:
-some simple .tdf which just lists the other files used
-some heightmap (16bit or 8bit in any supported image file format)
-a texturemap (any supported image format)

You just put those files into a directory, and they will be usable inside SME. (same as with brushes and textures right now)

I hope I'll manage to do a preview inside SME (move "ghosted" tile around, rotate, align (maybe with configurable raster for easy&fast alignment), scale...).
But we will see... ;)
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KaiserJ
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Re: Map design concept / WIP. mean streets of the deathstar

Post by KaiserJ »

@ Gota : i went with "all spots are big spots" with this one, so even though there area arent a hell of a lot of spots, there still should be a ton of metal around... perhaps i will do a metalmap eventually with the tiles, but for now, i think i'll leave it to trademark, he's got it down to a fine art. wouldn't take much to release an ubermetal version where each spot gives +100 though, just a quick change to the SMD.

@ AF : hmm... voidwater. my whole thing is that i'd like to make something condusive to evoRTS... it will take some careful planning to make the voids inaccessible and unexploitable... not saying it isnt possible, and certainly it's on the list... so yeah. uberchallenge. accepted. first though, im going to make a map that has more than 3 flat levels and see how that goes... should be pretty freaking easy with the selective smoothing that frostregen added to SME. the message i will send to supcom 2 is "taste the salt of my grundle"

@ Frost : hopefully i can get you the tiles tonight, unless something comes up, just here for lunch right now.

when i look at what i made, all i can think is "moar tiles! bigger map! add features!" probably the next step in that vein is to add more "urban" features along the lines of buildings and dwellings, on a smaller scale than the massive walls.

and as stated before, all input is welcome... especially map layouts! don't be shy if you have a good idea, even one that would require some different tiles. (each tiles is 2/3 the size of 1 map square in my map, but thats not a ratio set in stone)

thanks for all of the support and kind words everyone!
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Gota
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Gota »

Well,Would you mind if I was to take your map and made it into a metal map?
If not How would you prefer i call it?Same name plus something to indicate its a metal map?or an entirely different name?
Saktoth
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Saktoth »

Wow is that Evo? Evo is looking nice. 1995 polygon budget but it still works.

Anyway, nice map. Do you think the texture might be a bit noisy/high contrast for visibility though?
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Pxtl
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Pxtl »

Gota wrote:Well,Would you mind if I was to take your map and made it into a metal map?
If not How would you prefer i call it?Same name plus something to indicate its a metal map?or an entirely different name?
Metal map can be manipulated in Lua. Best approach would be to include a Map Option for metal-map metal. edit: I have no idea if maps can execute lua to edit metal-map.


"
someone give me a good map concept now. this one might work 3v3, havent tested it in a real game yet, only against bots
"

8 player FFA map shaped something like this:

Code: Select all

#
Sort of a Sunken Outpost style map.
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KaiserJ
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Re: Map design concept / WIP. mean streets of the deathstar

Post by KaiserJ »

Gota : go nuts with it, do whatever you like! although i'd say if you're going to preserve the height / texture map, it would make sense to call it "New_Lammas_Metal" or something like that, so that people don't get confused

Saktoth : hehe! what an idea... the evo universe is an old universe, they have all but worn out the universes supply of polygons, and will fight to the death for whatever remains (beats the hell out of my virtual memory idea) lol thanks :)

and yes, you could well be right; my plan for the next map is to re-vamp the tiles to make them actually look a bit like buildings rather than just concrete chunks, i'll take a crack at normalizing the way that the flat tiles look.

Pxtl : hmmmmmm! perhaps i can combine your idea and AFs idea (not sure i know sunken outpost, gonna have to have a peek) but certainly if i put the voids into the "#" like AF suggested.... that could be a win

also : i cant resist but show the sort of unit that might excel in this map

Image

plox ignore the leg joints, they need a little love.

edit : frost i set my tileset up to be rendered but im out the door <3 havent forgotten
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KaiserJ
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Re: Map design concept / WIP. mean streets of the deathstar

Post by KaiserJ »

mega doublepost!

ok frost, i think these will suffice. i've given you different sized renders of each tile in both heightmap and texturemap format, shadowing and lighting removed. i figured if you want to play around with them, it would be easy enough to crop the tile you wanted out of the big image. pro tip : the heightmap image is aligned with the texturemap image.

enjoy! and i hope to see some results, what you're suggesting is very ambitious but could yield a cake made of delicious win.

http://www.darkstars.co.uk/downloads/vi ... _frosty.7z

http://www.springfiles.com/show_file.php?id=2295


and i cant post without moar shotz!

Image

Image

Image

also : hows my # pxtl? just a concept map, imagine it with the tiles i have, plus some more... possibly little dwellings and factories ;) please be very picky.

Image
Frostregen
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Frostregen »

Thx :)
I hope on monday there will be first results.
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Forboding Angel
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Re: Map design concept / WIP. mean streets of the deathstar

Post by Forboding Angel »

this map is so fucking hot sex

Image
screen027.jpg
(1.79 MiB) Downloaded 157 times
Btw kaiser, I think you mean Iammas, not Lammas. :lol:
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smoth
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Re: Map design concept / WIP. mean streets of the deathstar

Post by smoth »

Kaiser when frost makes the tiles I can make some colored varients
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KaiserJ
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Re: Map design concept / WIP. mean streets of the deathstar

Post by KaiserJ »

christ! i always thought it was an "L" lmao

senor smoth, could you make use of my max project file?
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