--||*NEW MAP*||-- DireStrights... well just take a peek. - Page 2

--||*NEW MAP*||-- DireStrights... well just take a peek.

All map release threads should be posted here

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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

OMG i ruined a surprise

yay me! \o/
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

!!! I wanted that surprise, ever since I found out about it I've been waiting for it to surprise me. Hopefully it'll be a big surprise when it happens, thank god I know about it before hand it'll be all the more shocking...
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

As this map is 36x12, some ATI cards might have trouble with this map :-(

my ATI X800 GTO2 has troubles with it, the shading doesn't work :-(

Perhaps make a 32 x 10 version or something?

Also one thing that caught my eye were the missing metalpatch textures(as you uses the OTA-Style metal distribution).

Image
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aGorm
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Post by aGorm »

Had a feeling, but hopefully the new map format fixes that does it not. Remebr that this isnt teh final version!

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

Post by SwiftSpear »

aGorm wrote:Had a feeling, but hopefully the new map format fixes that does it not. Remebr that this isnt teh final version!

aGorm
In theory it should.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Looking forward to the final version of this!
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aGorm
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Post by aGorm »

So... Any problems?? I mean.. teh porpose of putting it up early was so peoiple could go, "WERES ALL THE METAL" or "THERES TO MUCH METAL" or "THE HILLS ARE TO HIGH" and stuff...

Can I have some real constructive coments please??

Please?? :-)

aGorm
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Dragon45
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Post by Dragon45 »

Not until I see massively pwnage comm statues :D
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aGorm
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Post by aGorm »

I can't put them in untill I have sorted out Gameplay issues with the map, and I won't know those unless people play it!

:-)

aGorm
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aGorm
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Post by aGorm »

Ok, either this is a flawless map (yhe right) or everone hates it so much that there boycoting me...

I mean the first thing people normaly do is complain about whats wrong, then teh one time i ask people to they dont.

aGorm
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i already complained,,

for you i do it again!

metal spots aren't visable

and make no side larger then 32 map units!
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aGorm
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Post by aGorm »

I ment game play complaints! I was very happy with your respons obviosly :-) and I will include visible metal in teh final release. And as it will be New Map Format hopefull the 34 wide wont be an issue anymore. (IF it is... then DAM YOU Developers!!)

Other than those two things this cant be flawless, that would just be ... odd. Itys mine, so it cant be. I alway leave in Huge flaws by mistake, but I dont want to on this one.

aGorm
HawkMan
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Joined: 20 Jul 2006, 22:28

Post by HawkMan »

NOiZE wrote:i already complained,,

for you i do it again!

metal spots aren't visable

and make no side larger then 32 map units!
get a real GFX card :p


the rock textures on the central hills look too "big" sort of,like as if they really want to be small rocks but are force to be gigantic...

Make this rock texture smaller scale would also halpe make the hills loko bigger.

also, while you can't really do anythgin abotu it as it's a limitation of how the map format applies the texture, the steep angle makes the rock texture horrible stretched.
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Comp1337
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Post by Comp1337 »

Its too big imo, attacking is liek on epic. You send out a rush squad, the enemy practically has an HLT line before you get there. For that reason it gets kinda porcy on the land.
With water it play kinda like DeltaSiege, the land doesnt matter if you can get Messengers up before the enemy. The team that has the water == Almost a secure win.
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aGorm
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Post by aGorm »

Would that be because owning the water gives you a metal advantage? If there was less metal in teh water would it be easire of the guys on land to strike back?? Out of intrest dont you get the same problem on Supreme Battlefield (the scouts running into a load of LLT's stright away). Not that that makes teh point mute, just curios as obviolsy that means the map would suit different players.

OMG!!!!!

HAD A WICKED IDEA!!

Seeing as Im goona use the new map format I can Pact a small and a large version of the map for almost no extra cost file size wise!!! :shock:
That way those that like early raids can have there cake and eat it as can the porker people!

Anyway, anyone else think waters to powerfull, and if so is nerfing the metel in teh water gonna help?

aGorm
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LordMatt
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Post by LordMatt »

Seeing as Im goona use the new map format I can Pact a small and a large version of the map for almost no extra cost file size wise!!! Shocked
Please do! I'd playtest this, but I'm away from my spring computer for a while.
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Dragon45
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Post by Dragon45 »

I want to see guardian statues :P
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aGorm
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Post by aGorm »

You'll have to wait... my mates a slow modeler. (well actully he's puzzing over the faces... hes used to haveing 10000's of pollies and I said nope thats to many, thats like CGI movie modeling. Hence why I may have to scrap his stuff... :? as I donk know how good his low polie moddeling is.)

aGorm
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LathanStanley
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Post by LathanStanley »

how many thousand?? I clould see about 3,000 faces on each model being about right... depending on detail... :wink:
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aGorm
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Post by aGorm »

Umm i told him aim for 1000 or so, but he'll prob go over. But he normaly uses loads of sub divides, and smoths the finished models so he ends up with like a head thats 10,000 polies :shock: which obviosly is no good ingame. SO i said, forget smothing. And try and leave out teh nigily details.

aGorm
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