***.:<New map, Amalthea (V02)>:.*** - Page 2

***.:<New map, Amalthea (V02)>:.***

All map release threads should be posted here

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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

mastermat wrote:The Map is the ugliest i have ever seen, but that's what's going to make it a classic. it will be called "Lordo's ugly map with a better then average gameplay" and IMHO gameplay is worth more then looks.
That's precisely why it deserves a better texture.
Rendering a new 8192x8192 texture doesn't take very long so why skimp out on the texture.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Working on it. Expect a new release today.
Or tommorow, whatever I feel like.

EDIT: Tommorow. Im gonna let bryce render my new texture overnight so you can get all the cool features like premium antialiasing and not waste 5 hours of my time. Added new start positions, decreased sea metal, and other small tweaks also. Then an hour of uploading fun on dial up!
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SwiftSpear
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Post by SwiftSpear »

Good idea. Pruned some flames. Hope it works out well for you.
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LOrDo
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Post by LOrDo »

Fuck fuck FUCK! I dunno how, but I messed up the render completely. It took 6 freaking hours and all it rendered was an 870x870 blank sheet! Im gonna use the inside renderer and save it as an image, since "Render to disk" wants to take a buttload of time and not do anything. :?
I cant imagine how long an 8192x8192 texture would take...
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PicassoCT
Journeywar Developer & Mapper
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Post by PicassoCT »

By someone who renders on the darkside....

it can take Days.. but that is good. That way I can only write on my PC...
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LOrDo
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Post by LOrDo »

I dont get it, All the maps are the exact size and orientation they should be, everything was scaled perfectly squared, I didnt have to crop and resize anything, and the texture was made from the exact heightmap used ingame, Why wont the texturemap sync up with the heightmap?

http://i4.photobucket.com/albums/y138/L ... ewtex1.jpg

http://i4.photobucket.com/albums/y138/L ... ewtex2.jpg

http://i4.photobucket.com/albums/y138/L ... ewtex3.jpg

EDIT: Dont expect a new release for the next couple of days, im looking for ways to make this high quality wihout killing my internet. And of course that texture syncing issue is still abroad.

EDIT: Ive searched a searched for a FTP cilent that supports schedule start/stop, but have come up with nothing...unless someone can find me one that can, your gonna have to settle with a version 10mb or under.
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LOrDo
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Post by LOrDo »

Amalthea V02 released. Check back at the first post for new screenies and link.
Persh
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Joined: 10 Aug 2006, 04:07

Post by Persh »

Great map. 5/4.
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LOrDo
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Post by LOrDo »

No complaints on the new texture...thats a good sign I guess.
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AF
AI Developer
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Post by AF »

smooth out the shoes, Units in EE cant go from land -> water which is very annoying.
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SwiftSpear
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Post by SwiftSpear »

The texture alignment still looks odd, where other mappers get these smooth looking rings around their hillsides yours look screwed up. I have no idea what the cause of this is though, somewhat sad because the map is absolutly gorgeous if you ignore that one odd issue.
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

Gameplay wise, it seems to be just a thin ring of gameplay with some nifty shit in the middle. The cool mountains are nothing besides rocks for naval units to hide behind.
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Zoombie
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Post by Zoombie »

And to gum up LRPC's too, don't forget that.
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LOrDo
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Post by LOrDo »

Most of that is true. The craters in the mountains are flat enough to hav stuff built in them, so theyre not total obsticles. They will gum up LRPC's though...LRPC's on flat maps acbsolutely own anyways. And as youve seen ive bitched about the texture alignment before, I truely have no idea what the cause of that is. As for your complaints AF...well, sorry, but I just wasnt thinking of EE when I made this map. The next map I make will be better on E&E for sure. (Well not the next, my next will be made strictly for War Evolution)

EDIT: Owning water is required to win btw. Gameplay does not just exist around the outside edges.
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

Yeah, I know. My point was that, while cool, your mountains add very little to the game. You can build turret's on them, though. A game on this would be mostly naval and air.
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Cheesecan
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Post by Cheesecan »

You could run the heightmap through L3DT Pro, to get a 32-bit image without the distortion and bad scaling. You'd have to make another render for it to match, though. It's important that the scaling matches, because if it's wrong the texture will get "stretched out" like you see on the pictures.
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aGorm
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Post by aGorm »

I think you'll find its just the way you rendered it... by the look of it its like its only rendered the clif texture at the top of the cliffs... IE when there realy steep. What you need to do is make bruce render the cliffs on genteler slopes so that the cliffs come out wider on your texture, thus they will stretch down to the floor...

Code: Select all

              _____
            /
           |     <----------Textured only here...
          /
......--/
Its ;like you only rendered teh texture to have rock on the verticl bit on teh diagram...

to be fair you might not have, I may be talking rubish, but thats what it looks like to me...

aGorm
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AF
AI Developer
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Post by AF »

It doesnt just affect EE.

Anything with units that can go on the water or are amphibious are affected.

Hovercraft and trirooks and anything amphibious cant cross the shores into the water.
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LOrDo
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Post by LOrDo »

AF wrote:It doesnt just affect EE.

Anything with units that can go on the water or are amphibious are affected.

Hovercraft and trirooks and anything amphibious cant cross the shores into the water.
That is intended.
Hey, hows .sm3 with texture stretching? I may just make a remake of this in the new map format.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Just to let you people know, I'm remaking amalthea in the SM3 format. So complain about what you want know cause itl problably go in the new map.

Changes:
-New custom texture (No more of the tex syncing bug! Woot!)
-8 smoothed parts to enter into the sea
-A new metalmap, think of altored divide style metal patches but cooler, balenced, and appripriate for side vs side and top vs bottom.
-Get rid of that stupid vech boost
-Features? (May get bryce to smarten up just yet...)
-Skybox? (Only if someone makes me one or if I figure out how)

This version will have more testing with other people because of SM3's rediculously low filesizes, and will be much better overall.
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