Terrain types and map voiding - Page 2

Terrain types and map voiding

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

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mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

I am actually ripping my hair out trying to get some trees on the map,, without any success. :x I have tried three different versions of mapvonv that all do it differently. Im off to try again.

edit,, I found the problem, I somehow managed to use the wrong colour value in the green channel, 198 instead of the intended 200 - 215. :oops:
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

W00t, screanies?
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

From a visual standpoint this maps finished.
I just have to get it all balanced resource wise.


Image
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No problem
There aren`t a lot of metal patches, but the output is a little higher than normal "ota", metal is matched for both sides as well as the number of geo`s.

Image
Image
Last edited by mufdvr222 on 24 Sep 2005, 12:53, edited 2 times in total.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

mufdvr222 wrote:From a visual standpoint this maps finished.
I just have to get it all balanced resource wise.
...
The looks are awesome. Could we get a minimap of the metal map?
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Metal Minimap..
Image
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