..:: Map in Progress - Desert Triad Remake ::.. - Page 2

..:: Map in Progress - Desert Triad Remake ::..

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

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Do you want to change metal layout?

Yes, i don't like most metal in centre
8
42%
No, it's fine the way it was in OTA
11
58%
 
Total votes: 19

User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

I adore it

Post by Pxtl »

I love the cartoony black-line style, and now am thinking how cool cartoon-shaders would be - not to mention the aforementioned Bat-thwap-style damage sprites.

For example, the BatThwap mute for UT99:

Image
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Oke, that's alot of comment, and most of it i feared for when i got to bed yesterday. The best review, and which lined up with my thoughts most was that of Warlord.

- I'm sorry to say for the cellshading people, but i think the lines are a bit overdone aswell, i do like to get the realism as high as possible, as i do like to make it as sweet as possible... maybe a bit to sweet on this one.

- Desert feel isn't really there, i used new texture for ground, but didn't work out that good.

- th merging of the desert 'floor' and moutains is indeed kinda abrupt, this is because the rendered image of the desert sand wasn't nice and i had to copletely overlay it with my own textures.

- gameplaywize the comms and little bots can go up the 3 mesas (vehicles not). Guardians cannot shoot at the other mesas and they are exactly the same size as OTA and are therefor no more roomy than OTA.

- Then for all the metal and balance issues, the metal and geo's and outputs are all exactly the same as the original Desert Triad. It's a re-vamp edition. I agree that this doesn't automatically mean it's good, but for people who liked this map(and played it alot), they know what to expect. To decide what is best i'll make a poll on this one.

- and last of all, i did this one (probably too) quick. Now i have to pay, and remake it all :( :P, That's no problem, i'll re-render and use a different texture, and less erosion. also will try to remake the 'flooring'/desert sand.

I will post new screenies when new render and texture is finished.
Thx for all the comments so far!!
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Well i have changed and added quite alot. The texture is totally new, and different from the first 'mesa'-texture. It's funny to see, that this texture (although with less cediment-lines) looks quite like the original, esspecially with the bumped holes.

Well however, i've changed the atmosfear, fog and light settings to match the map. And offcourse the new texture, which isn't quite cartoony anymore. (sorry for the peepz who liked this.. i can always make another special unique cartoonmap :) )

Next to that i also added the usual features, which fit this map.

I am waiting so see what the poll will do, and therefor will not change the metal layout yet. OTA is atm still in the lead.

Let me know what you think of these screens:


Image

Image

Image

Image

better?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

The sand looks better,

But the slopes of the mesa's need mroe stripes?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I always imagined that those big bits where a lot taller.....
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

working on the lines.

i can increase the height, but than bots will sure have trouble getting up there..
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

big improvement over the previous texture.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'm sure you can give the illusion of them looking taller than they actually are...
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Have been trying to find the optimal height, so that a commander can still walk on the 'triads'. Kinda hard, because the lower-left one is more 'pointy'. My first map height was 250, and that allowed commander (and kbot) to walk on them, but 300 is already to high. Now testing with 225 (xta comm test). Unfortunately i am already using up the max range of the heightmap, so i can't make them higher or the ground lower...

Texture has received extra sediment lines and more darker shadows, to give the player the impression of a high(er) mountain.

That is all i can do for now.

I'll post new screens 10 mins from now.
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Here are the new screenshots. The XTA comm can get up all of the three triads (though not on every side). Texture enhancement, and features have been colored to fit the map, but now a bit to 'gold-ish' so i'll desaturate them before releasing it.


Image

Image

Image

Image
Last edited by IceXuick on 08 May 2006, 22:01, edited 1 time in total.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

very purty
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

would you consider extending the land scape on the sides? It is just soo odd looking with some major features then BAM map end.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

It is supposed to be small...
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

yes, it will remain as desert triad!

Okay, here are some suggestion about the metal layout, plz choose one, and tell me why you think that one is best. (or combine more of them)

Layout 1, basic, but geo in center:
Image

Layout 2, basic, but less center focussed:
Image

Layout 3, left vs right, line in the middle:
Image

Layout 4, triad vs triad based geo's:
Image

Layout 5, low metal, farming-mode:
Image

Layout 6, scattered overload, Forboding-mode ;) :
Image

Let me know which one!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

LAYOUT 6: Is in no way how I would distribute the metal.

When I get home I will draw a layout for you.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

okay, that would be nice! No offense m8, just foolin' around.

keep in mind that this is a 8x8 map. The OTA settings were most 2.0 outputs. Wind is low (0-8). OTA had 4 geo's.

Im looking forward to it.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

NOiZE wrote:It is supposed to be small...
the outlying areas are not for function.. just so that it does not look tard.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

smoth wrote:
NOiZE wrote:It is supposed to be small...
the outlying areas are not for function.. just so that it does not look tard.
we can't do that with the current map format.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

smoth wrote:
NOiZE wrote:It is supposed to be small...
the outlying areas are not for function.. just so that it does not look tard.
That depens on metal layout i will use... Choose or make one that does use the area around the three triads..
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

NOiZE wrote:we can't do that with the current map format.
'cause smoth has never any of them maps.

Look, I am not talking about something in the designated sky area... I am just saying bump it up to 12X12 with flatland along the edge of the map.
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