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Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 08:39
by Beherith
Not much. Even with my quite streamlined tools it takes at least a few hours to make a map, since a lot of attention goes into the small details. Its not nearly as easy as running a heightmap through the renderer (just the render itself takes overnight - and if there are any errors, it must be redone)
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 11:04
by Forboding Angel
Nice job behe, very well done.
Sidenote: Talus would be so much better if the lighting wasn't as harsh.
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 11:24
by SirArtturi
Gota: As smoth showed in WIP, PD remake as current heightmap itself wouldnt look that could. It still would need some rework to make it look good. PD is yet very simple. Id rather do something really worth of the texture. (Maybe I will, I love making heightmaps, maybe Behe would like to finish it into a map?)
Forboding: How is talus related to this?
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 11:55
by Beherith
This one also has a bit harsh lighting, but I like that, it gives stuff decent contrast. And the very dark shadows add to scorching desert effect. I wish I could make some nice atmospheric haze and some mirage effect.
Artturi, Ill gladly make you any texture, as long as you're willing to place the features too (i hate that part) and set up the lighting :)
Btw, despite the concept being simple, the map plays extremely well for all types of units. Bots and vecs are both viable, and t1 air (especially bombers because of the tight and localized bases) as well.
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 12:10
by Forboding Angel
I'm not talking about the shadowing behe (on talus), I'm talking about the sun itself. It's a very harsh red and as a result, considering the map itself it makes for an almost ugly unit look. If the tones were lighter, the effect would still be there without the overdone-ness of it all.
@Sirartturi, read the previous page's posts
An example of the same effect but with more desirable results would be EE-Dustbowl.
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 15:36
by SirMaverick
Beherith wrote:Why? You can still easily place a mex and a moho mex side by side.
Only when you plan ahead. With bigger radius it's easier to hide cloaked mexes.
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 15:57
by Beherith
Yeah, Im not a fan of the off center twilight.
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 16:15
by Gota
Twilights are not for generating metal.
They are for emping flash :)
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 20:16
by knorke
the colors and everything look very good and real but if you zoom out and see all the mountains lined up like that it kills the atthmopshere a bit.
The map "tactical divide" did a similiar layout and did not play very good in the few games I played on it. A layout like Brazilian Battlefield might look good with this.
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 21:21
by smoth
knorke wrote:the colors and everything look very good and real but if you zoom out and see all the mountains lined up like that it kills the atthmopshere a bit.
The map edge already does that. Pretty much just have to pout and move on. I do that.
Re: New team map: Mescaline v1
Posted: 28 Sep 2010, 22:21
by hunterw
oh hells yes, that texture is very win
Re: New team map: Mescaline v1
Posted: 01 Oct 2010, 07:08
by nightcold
Is It possible to render more map and just have a maximum zoom out limit on the playable areas.the edges pissing me off
Re: New team map: Mescaline v1
Posted: 01 Oct 2010, 09:17
by Beherith
Yes, its possible. For an example, look at Moor_v2.
There are currently a few issues with it, such as the extras being on minimap, and some orders still take effect outside the playable area.
Re: New team map: Mescaline v1
Posted: 01 Oct 2010, 14:43
by SirMaverick
Afaik there are some lua cameras that prevent zooming out of map edges.
Re: New team map: Mescaline v1
Posted: 01 Oct 2010, 16:11
by Beherith
Yeah, Moor_v2 has one of those too.
Re: New team map: Mescaline v1
Posted: 02 Oct 2010, 23:16
by d-gun
can this be implemented as a widget so that we can use it for any map?
Re: New team map: Mescaline v1
Posted: 03 Oct 2010, 04:10
by SirArtturi
d-gun wrote:can this be implemented as a widget so that we can use it for any map?
How could that be turned into a widget? It's part of map rendering process. It's just a visual trick.
Re: New team map: Mescaline v1
Posted: 03 Oct 2010, 05:49
by fc14159
The inclusion of puddles of water ruined the visual. There is not a single mode of water that can be visible and actually look right. Basic water is, well, basic water, and the rest are always bobbing up and down with a tide, which makes no sense at all.
Re: New team map: Mescaline v1
Posted: 03 Oct 2010, 06:18
by MidKnight
fc14159 wrote:The inclusion of puddles of water ruined the visual for me. There is not a single mode of water that can be visible and actually look right in my eyes. Basic water is, well, basic water, and the rest are always bobbing up and down with a tide, which makes no sense at all, in my humble opinion.
These, while small, are very important additions to a criticism post. Please take this into consideration in the future.
My personal opinion is that the water is a little out of place, but acceptable. It doesn't fit the desert theme, but it's not very far out of the color scheme.
Re: New team map: Mescaline v1
Posted: 03 Oct 2010, 07:31
by Beherith
I actually more or less agree with you on the water thing. I dont know why, but the water always came out super transparent, no matter what color I set it to. I wanted to make it a heavy, silt laden murky brown, but it just didnt obey my parameters. Now I dont know if this has to do with there being a cap on waterabsorb and other params. But if you have any params that work better, feel free to share.
But then again I might just increase map height...