RELEASE: Emmanueland - Page 2

RELEASE: Emmanueland

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

Moderator: Moderators

lol?

lol
7
19%
wtf?
10
27%
lolz
20
54%
 
Total votes: 37

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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

That map would be pretty crappy in the new format. You'd need a full screen stretched texture. Probably best to have it in the old format, although it would be pretty shitty there too... Why the hell did someone make a map that is a picture of a duck?
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

They were inspired by god to make a map in 20mins that would get more playtime than maps that took weeks to make.

(Talking about the original Duck, not my map btw)
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

genius, Ishach, pure genius.

you could just use a flat heightmap for that.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

jackalope wrote:genius, Ishach, pure genius.

you could just use a flat heightmap for that.

You know, i never thought of that.


Ok this map is back on track, although I might make it 8x8 or something.


Actually i'll start it again and not let it mysteriously come up as black and white.


Entering a battle room near you this week!
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

No, you must not make it flat! Make the ducks have same heightmaps as Duck!


Btw, its actually a goose that someone made a map of, and called it Duck.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

this map have a tiny weight!!!
700ko
very impressiv for just a playable joke demo
but...spawn zone is out;can t move just build(not a problem for my mod where all unit are commander scripts!)

how change map color wihte for dark other(eye damage report)???

don t be carfull for some bad spamer always unconstructiv(making ridiculous mods)!


whynone release a 64x64?
is a tecnical probleme about image size?
some one can t handle Gpixel pictures???
how need ram for this??
more than 2Gb?
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

emmanuel wrote:this map have a tiny weight!!!
700ko
very impressiv for just a playable joke demo
but...spawn zone is out;can t move just build(not a problem for my mod where all unit are commander scripts!)

how change map color wihte for dark other(eye damage report)???

don t be carfull for some bad spamer always unconstructiv(making ridiculous mods)!


whynone release a 64x64?
is a tecnical probleme about image size?
some one can t handle Gpixel pictures???
how need ram for this??
more than 2Gb?
1. use choose position in game to avoid spawn issue

2. can't change the color as far as I know. Try playing with F4 metal view on.
as far as "don t be carfull for some bad spamer always unconstructiv(making ridiculous mods)!" goes, the only response I can make is "ouf if someone say so =we can too=." I think you know what I mean.

3. I'm personally not going to make a 64x64 map because it seems like it would take up a lot of memory and therefore time.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Any map bigger than 32x32 or so (IIRC) has problems because of Spring deals with shadowmaps (among other things)

So yeah, too-large maps are bugged.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

larger thuan 40x40 is technically not possible because mapconv will crash out.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

The 40x40 limit is hardcoded in the exe, they use it for MAXTILES and other ceiling calculations.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Buggi wrote:The 40x40 limit is hardcoded in the exe, they use it for MAXTILES and other ceiling calculations.
Remove it. :twisted:
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

http://img388.imageshack.us/img388/9365/duckts8.jpg



The polished up version, also includes sensible heightmap!




All thats left is to stop it from crashing spring
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

If the 40x40 limit is just a #define, or its set via some universal parameter...





hm...










is it?
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Ill guess it has to do with variable size..
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

I finished the map but it wont load in the client :'(



But I could play a game of emmanuel's own Combat_constructors through spring.exe.
Image
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

That looks...very...very...very strange.
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

When i saw Duck for the first time i was absolutely mortified by it. But at the same time, seeing as how the old format works, i figured it would only be a matter of time before someone did that sort of thing. And to be honest, as rediculous as it is, it is quite funny.


Emmanueland only takes it up a notch, I approves of the stupidity! :twisted:
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

1. use choose position in game to avoid spawn issue
for the single play random ennemy or ai is possible ?

but some fix for have huge maps 128x128 need in next realease?
need feature request absolutly!!!
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

...

HILARITY! :O







or not.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

Image
i fix(?) the spawn and try for colour...
here:
http://www.unknown-files.net/browse.php?dlid=1455

i change wind to 500 for look ...and smoke explod move (i requested an existing feature :sorry)
the movie very impressive in dvx512
here:
http://www.unknown-files.net/browse.php?dlid=1457

upload too
a updat for my mod
here:
http://www.unknown-files.net/browse.php?dlid=1456
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