New Map: Nightscape - Page 2

New Map: Nightscape

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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Just beautiful.

And yeah, as much as I want to worship the ground you walk on... where'd you get the skybox? There's no way you made that yourself!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Yah I sorta notice that now, it looks like a nightish map lit with moonlight from the skybox but ti looks more like midday from the lighting.

Make the lighting a little more atmospheric, maybe more darker yellow or a bit of blue, a bright colour standing out like that from the ground is whats causing the slight problem.

Solve that problem and you have one of the prettiest maps for Spring in existence.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

http://www.fileuniverse.com/?p=showitem&ID=1769

Upload a minimap and some screenshots.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Thx for uploding this. I need to try it out and will report on not just how good it looks but also how well it plays!
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Very nice map however i think wind is a bit too high

and the metal extrator radius is way to small..... now we get entire fields of mexes again..
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

:shock:

THAT IS AWESOME!!!

Holy fricking crap, that is beautiful!
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

NOiZE wrote:Very nice map however i think wind is a bit too high

and the metal extrator radius is way to small..... now we get entire fields of mexes again..
Heheh, it was quite good when I played it... with 8 players.

Seriously, this is a cramped map for the playercounts needed to make that kinda minerals reasonable.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

well i think it's better to hav one mex cover the area what 5 - 6 mexxes covernow... it just feels silly to pop down mexes all day long..
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Nice map, although I have two remarks:

* The metal extraction radius is too small. Just like Noize said, increasing it would stop your base from getting all too crowded by metal extractors ...
* The green-white speckled texture in the areas where grass turns into sand is a bit hard on the eyes, especially when there units on top of it. You could try to make it less speckier.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Forboding Angel wrote::shock:

THAT IS AWESOME!!!

Holy fricking crap, that is beautiful!
Its pretty FORBODING isent it?
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