maybe bit overdone ey?
yeah, well, i shouldn't put time in a project im going for 100%, this was a to rushed thing anyway.
***New MAP!!! "High and Low"***
Moderator: Moderators
Oh my! Nice one Ice,
Sorry if i didn't reply to ur PMs, i thought this thread was pretty much dead, i didn't think you had actually been working on those tiles! LoL, at any rate, I haven't been sitting around doing nothing. I was actually working on porting "Two Continents" from OTA to Spring. I have also been doing some of my own stitching with High and Low as well, the new version is still in the works. Whats been keeping me so long is that i do maps for more games than just Spring, and the frustration of dealing with the slow ass loading that L3DT does on my poor old comp has left me returning to Source mapping.
High and Low version 2 is still on its way. I just took a break.
Oh and while i'm at it. would anyonce care to explain why a texturemap wouldn't cover the entire map? (this is a problem with Two Continents) On the entire right side of the map, the Texture stops cold about ten units from the edge, and the water render takes its place, while at the same time holding the integrety of the heightmap, a very confusing thing.

Yeah, so if you guys can give any suggestions, please do.
Sorry if i didn't reply to ur PMs, i thought this thread was pretty much dead, i didn't think you had actually been working on those tiles! LoL, at any rate, I haven't been sitting around doing nothing. I was actually working on porting "Two Continents" from OTA to Spring. I have also been doing some of my own stitching with High and Low as well, the new version is still in the works. Whats been keeping me so long is that i do maps for more games than just Spring, and the frustration of dealing with the slow ass loading that L3DT does on my poor old comp has left me returning to Source mapping.
High and Low version 2 is still on its way. I just took a break.
Oh and while i'm at it. would anyonce care to explain why a texturemap wouldn't cover the entire map? (this is a problem with Two Continents) On the entire right side of the map, the Texture stops cold about ten units from the edge, and the water render takes its place, while at the same time holding the integrety of the heightmap, a very confusing thing.

Yeah, so if you guys can give any suggestions, please do.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
well, i am rather annoyed, because after 6 hours of getting the texturemap and heightmap to line up, it decided to do that 
And yes, i'll be releasing it in a pack, one version is the Pure Two Continents for OTA purists like myself, and another version for all of the ppl who believe that Maps made for spring need to be all wowy zowy and adhere to some sort of unspoken mapping formula.
(Spring version will use an L3DT rendered Texture and will have more geovents and metal in the water. The original has no water metal and only like 4 geovents.)

And yes, i'll be releasing it in a pack, one version is the Pure Two Continents for OTA purists like myself, and another version for all of the ppl who believe that Maps made for spring need to be all wowy zowy and adhere to some sort of unspoken mapping formula.
(Spring version will use an L3DT rendered Texture and will have more geovents and metal in the water. The original has no water metal and only like 4 geovents.)