Big map large hills and room to build - Page 2

Big map large hills and room to build

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 »

AF wrote:It needs features, preferably foliage, lots of it, and not the default crappy trees. Then, maybe then, it'll be a stupendous map.
I am open to suggestions regarding atmospherics and the like and will be adding default trees but I am going to tell you now there will not be ANY new features on this map, I don`t know the first thing about feature scripts or how they work so please don`t ask unless your prepared to do the features for me, not trying to sound nasty but its my map and I don├óÔé¼Ôäót make them to score points,,, well I have explained why and please don├óÔé¼Ôäót post and say its easy cos `springs feature implementation sucks ass :-)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Exactly mufdvr. Btw I like it a lot. It's very pretty
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Screens updated again with some different lighting, just have the typemap to finish.

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Last edited by mufdvr222 on 25 Jan 2006, 23:45, edited 1 time in total.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

wow... pretty!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

nice, will you be doing a version in map format #3?
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Say what?? there`s going to be another map format change??, if so I won`t be releasing this map untill it happens.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The maps will be backwards compatible, so you may as well release it now. The bonus with the new format is an increase in possible map size and a reduced file size. So you may as well release this now to keep us happy.
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Ok, will do.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Actually there is still a map size limit I ran into. Notice you must play Altored Earth with shadows off - if you turn them on, the shadows get inverted. In other words, only places where there ought to be shadows can you see the ground clearly, and everywhere else is black.

I know a fair bit about the new-new map format, and you'd be better not to wait for it - maps will be *tries his clever wording* based upon a different.... uhhh.... principle. Yeah, that sounds ambigous enough.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

and how big is that limit?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

either 32x32 or 34 x 34 square is the limit for shadows working. Currently the limit for mapconv is effectively 34x34

reason being is that a jpeg formatted image has a size limit. It is something to do with the jpeg format and can't be helped unless we get png support.

Mapconv can only handle files 600 mb and smaller. So right now we're limited by the jpeg format.
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

Forboding Angel wrote:either 32x32 or 34 x 34 square is the limit for shadows working. Currently the limit for mapconv is effectively 34x34

reason being is that a jpeg formatted image has a size limit. It is something to do with the jpeg format and can't be helped unless we get png support.

Mapconv can only handle files 600 mb and smaller. So right now we're limited by the jpeg format.
IIRC Buggi was going to put png support into Sharpmap.

Can someone that uses the 'optimized' exe verify to 600mb thing?

[edit]
BTW The map looks amazing IMnSHO
[/edit]
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Finally got it uploaded, 32.4mb @2 Kbps :?

http://www.fileuniverse.com/?p=showitem&ID=2299

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