New 16 player map - Lost v1 - Page 2

New 16 player map - Lost v1

All map release threads should be posted here

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New 16 player map - Lost v1

Post by 1v0ry_k1ng »

Peet wrote:IK has been forever scarred by hunterw
no kidding, tabula is adult entertainment
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New 16 player map - Lost v1

Post by Forboding Angel »

Beherith wrote:Forb: since I can no longer enable news bar on tasclient, i find it moot :(
Well, here's a good reason... Maybe you didn't notice, but it shows up on the front page of the spring site as well.

Image
Clipboard01.jpg
(183.08 KiB) Downloaded 2 times
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New 16 player map - Lost v1

Post by Beherith »

Image

Was thinking of something like this for s1944
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New 16 player map - Lost v1

Post by Jazcash »

Looks more like an Ariel photograph.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New 16 player map - Lost v1

Post by hunterw »

Beherith wrote:Image

Was thinking of something like this for s1944
i like the cliff texture! i'd use a few gradients to show altitude variation on flat parts
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New 16 player map - Lost v1

Post by Jazcash »

There's one or two metal spots without the mex texture and maybe one or two mex textures without the metal spot.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New 16 player map - Lost v1

Post by Beherith »

The ratio is 1-1, fixed in latest, just futzing around with a fix to the fog gadget.
Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: New 16 player map - Lost v1

Post by Masure »

Very nice !

Don't know how map options work, is it possible to make climates automaticaly cycle while playing ?
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: New 16 player map - Lost v1

Post by Satirik »

all map params are 0 in the lobby (gravity wind etc) making the 3Dpreview flat :( unitsync/spring bug ?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: New 16 player map - Lost v1

Post by Tobi »

Check unitsync.log
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New 16 player map - Lost v1

Post by Beherith »

The reason for flatness is most likely the fact that i compiled the map with smf options of 110 100, so that I could trick mapconv into placing geos where it normally wouldnt.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: New 16 player map - Lost v1

Post by AF »

Are geothermals not features? Allowing you to place them anywhere you want if you use lua?
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: New 16 player map - Lost v1

Post by Cheesecan »

Image

I made a map named Lost years ago (Nevermind the fact that nobody ever plays it). :P
Good job on your map though! :mrgreen:
PS. *hint* Try clicking the picture! *hint*
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