New Map: Graystone - Page 2

New Map: Graystone

All map release threads should be posted here

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Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

oh it is tiled and the total map size at this tiime is 5.9mb but I have not done any compression on it yet :twisted:

Ohh and the roads are texture, the only features I have at this time are:
Flight Tower
Landing Pad Lights
1 Spaceship (will be at least 4 when done)
Streetlights
Anti-Matter Storage Canisters

Everything else is textures, there are going to be more features as well in time.
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Runecrafter wrote:oh it is tiled and the total map size at this tiime is 5.9mb but I have not done any compression on it yet :twisted:

Ohh and the roads are texture, the only features I have at this time are:
Flight Tower
Landing Pad Lights
1 Spaceship (will be at least 4 when done)
Streetlights
Anti-Matter Storage Canisters

Everything else is textures, there are going to be more features as well in time.
Whoa, maybe other mappers should take some lessons on tiling from you! :P
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Well I've been trying to tell people that for ages...

Out of intrest what is teh compressioin setting at he moment? 1? 0?

And anyone that looked at that and said not tiled is a mupet :P You can see them evrywere!

aGorm
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

size of this awesome map?
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Mars Keeper
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Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

That map awsomenated me totally! :o

I wanna play on it :-) Keep up the good work.
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

The map is 20x20 and current compression is set to 0. Right now I'm working on a high quality skybox for it, though not sure how big the file will be for it, I normally create 1024x1024 images for the skybox which is about 4mb uncompressed, but for this one I'm going 2048x2048.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

one wierd thing is, mapconv is extremly funky about tiling. Annoyingly funky even. Things that should tile, sometimes don't and that is fucking irritating.
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aGorm
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Post by aGorm »

hang on... I must be missing somthing. Your saying you have a 1024 skybox and uncompressed it comes out at about 4meg?? Uncompressed mine come out nearer 40meg... whats going on with that!?!?! What program are you using to make them!?!? I must have it!

Also... I never seen mapconv not t ile where it can ever.

BTW does anyone know whatt eh compression number does?? Cause i think it just reduces teh amount of tiles it allows, IE makes it more generous on similarity of tiles. Becaus eif you watch it make them, there all the same size still! But I'm not 100% sure on it. Can anyone clear that up?

aGorm
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Wow, I will be hard for other map makers to dare release their maps, once starscape is done. (If some map maker feel offended by that sentence, please change it into "It will be hard for me to release Peripheral Consciouness"). I stumble on that picture on FU while looking around FU randomlyn and really, the wow factor is very high in that "starscape" map.

Make sure the ramp are useable by all units. Select a unit an use F2 and wait a bit for that. Especially make sure we don't need air to reach the metal spot. You know what would be nice? To be able to ressurect the starship into a real working flying shooting starship unit!
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Min3mat
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Post by Min3mat »

yeay
that and the antimatter containers to have 1/2 or so the size of a com splosion when they get wasted :D
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AF
AI Developer
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Post by AF »

=(, zwzsg, that'd require a starship unti be created then destroyed at the very beginning, or an engine change.

It all looks nice and all but remove the features and the skybox, and set the lighting settings to normal and you end up with a map that is inferior. It's all perfectly symetrical stuff we've seen before dressed up in a mountain of eyecandy to die for.

Please, I'm getting annoyed that all of the maps for spring are either perfectly symetrical (99% of them) or they're remakes of old maps from OTA made with better lighting and skyboxes and some features.

That and nearly all the maps are two tier maps, with 2 levels (top of hill, everywhere else) or (top of wall everywhere else).

However you've done a good job graphically, I'd like to seescreens of FF being played on it
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zwzsg
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Post by zwzsg »

AF wrote:=(, zwzsg, that'd require a starship unti be created then destroyed at the very beginning, or an engine change.
In TA, when you place wreck on a map, they are rezzable, I assumed it's the same for Spring.

Wreckage can be rezzable. Wreckage are features. Features can be placed on a map.
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AF
AI Developer
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Post by AF »

It's because they implemented rezzing differently in TA I presume btu the way spring works doesnt allow for it to work that way.
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I personally like realistic looking maps that are asymetical, sure I made a symetrical map before, but I think a moutain surrounded by a modern/sci-fi city would be AWESOME.

Anyone want to do Urban features for me? ;)
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Runecrafter wrote:The map is 20x20 and current compression is set to 0. Right now I'm working on a high quality skybox for it, though not sure how big the file will be for it, I normally create 1024x1024 images for the skybox which is about 4mb uncompressed, but for this one I'm going 2048x2048.
What app are you using to compile your skybox? just curious, I have been using cubemapgen but it only supports a max of 1024 x 1024.

One more thing,, If we are going to post eleven screenshots at around halfe a meg each can we at least just post links, I mean come on. :evil:
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Runecrafter
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Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

As far as my skyboxes go I make them using Bryce 5, render each of the 6 images and save them as, Front, Right, Back, Left, Top, then Bottem. After that I place them into Paint Shop Pro 8, or Photoshop and do a flip on each image, then line them up ( Left, Right, Top, Bottem, Front, Back ) and save it as a DXT1 (no alpha) .dds file. by this time the .dds file (if the images are 1024x1024 each) is only 4mb, and is ready to be placed into a map, and after I 7zip it it is much smaller.

I hope that info helps someone out.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Preferably, thumbnails.

I had a thought on a huge city map, the features being large skyscrapers proper scaled, and with the buildings aranged so that they blocked the view and you couldnt look into the distance (to prevent aGorm forest map syndrome)
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Mars Keeper
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Joined: 25 Jan 2005, 21:00

Post by Mars Keeper »

Any progress being made?
Feeling like realesing some new screenshots runecrafter? :roll: :-)
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

[edit]missed page two

Gorgous map FYI TBH BBQ
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