Re: Request:Ashap Plateau
Posted: 04 Oct 2009, 03:20
I think I might (possibly) get in trouble with this one, because it's a directly derivative work.
The Spring port was some crazy guy from the Early Days carefully porting that Bryce rendered map and heightmap, IIRC, then using some funny tricks to emulate it as best as possible, with the tech of the day. In many ways, it was the most faithful port of an OTA map ever made. I used to use it a lot to test NanoBlobs on, because that game was designed for small maps, and Ashap Plateau was one of the best-balanced maps for OTA.
However, the port had horrible lighting, and the bumps were treated like spikes, which both looked really ugly and seriously impeded movement. I just wasn't doing much mapping at all, other than making NanoArena.
But basically, if I released it with P.U.R.E., I'd be releasing a derivative that was based directly on OTA data, not just a loose concept, and while I don't think I'll get in trouble releasing it here, I do not want to risk it otherwise. It's safer, easier, and almost as fast to build an original heightmap, run it through WorldMachine / HeightMapTweak and paint it, frankly. I mean... it's 4 mirrored plateaus, with ramps. Not exactly a challenge to design, lol.
The Spring port was some crazy guy from the Early Days carefully porting that Bryce rendered map and heightmap, IIRC, then using some funny tricks to emulate it as best as possible, with the tech of the day. In many ways, it was the most faithful port of an OTA map ever made. I used to use it a lot to test NanoBlobs on, because that game was designed for small maps, and Ashap Plateau was one of the best-balanced maps for OTA.
However, the port had horrible lighting, and the bumps were treated like spikes, which both looked really ugly and seriously impeded movement. I just wasn't doing much mapping at all, other than making NanoArena.
But basically, if I released it with P.U.R.E., I'd be releasing a derivative that was based directly on OTA data, not just a loose concept, and while I don't think I'll get in trouble releasing it here, I do not want to risk it otherwise. It's safer, easier, and almost as fast to build an original heightmap, run it through WorldMachine / HeightMapTweak and paint it, frankly. I mean... it's 4 mirrored plateaus, with ramps. Not exactly a challenge to design, lol.