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Posted: 11 Sep 2006, 18:43
by bamb
Forboding, I'm just a novice but I think the rock texture in your map needs adjustment. It looks a bit too "webby" atm.

Lathan's looks very good.

The whole winter thingy with cliffs and trees looks like an awesome theme.

Posted: 11 Sep 2006, 19:11
by FizWizz
I would agree somewhat. I'm not a L337-pr0 texturer, but there is something about the rock texture (the fissures/veins to be specific) that remove the suspension of disbelief.
Perhaps the veins are too contrasted with the light rock, or they are too prolific.

Posted: 11 Sep 2006, 19:17
by Forboding Angel
me and lathan are using the same texture ;p

Meh it's not perfect, but it's also not worth a re-render imo. Besides, when you see it in game it is quite pretty. Spring has a bad habit of blurring the textures at any kind of distance on screenshots. When you see both maps in game you will be quite impressed I imagine.

Posted: 11 Sep 2006, 19:18
by NOiZE
they mean the rock texture

Posted: 11 Sep 2006, 19:20
by Forboding Angel
NOiZE wrote:they mean the rock texture
I'm aware of that. It's the same texture in both maps. Rendered in seperate programs.

Posted: 11 Sep 2006, 23:24
by Buggi
Wow, amazing maps! You guys never stop amazing, can't wait to see what you create for SupCom :D

Posted: 11 Sep 2006, 23:38
by Forboding Angel
Well, that's actually a point of contention with me...

I could go to supcom which will probably be really neat, however...

We have the new map format which is just plain sexy. Hopefully we'll have single player missions pretty soon, and a new gui, and EE can be made to be a very professional game.

I think I'll be sticking around simply because of and for EE.

Posted: 11 Sep 2006, 23:42
by Buggi
The modablity of SupCom allows for the creation of entirelly new races, so EE can be moved to SupCom (with a bit of work). No reason to not use the engine.

To each his own.

Posted: 12 Sep 2006, 00:27
by Tim Blokdijk
Buggi wrote:The modablity of SupCom allows for the creation of entirelly new races, so EE can be moved to SupCom (with a bit of work). No reason to not use the engine.

To each his own.
I like Taylor's work but I have quite a few reasons not to use the engine.
Top of the list is the closed source thing, but not running on Linux (or Mac) is a large drawback to.
Not to mention that the SupCom community will be GpG's little brother that will never be independent to decide things for itself, GpG will always do that for them and GpG's will always have the money factor right on the top in there decision making process. I'm not saying Spring is paradise, there are a lot of growing pains the project is very jong (just a jear) but we moved mountains.
I believe Spring will continue to evolve, re-organise and grow, SupCom will be there until Taylor decides he likes a new challenge just like 9 years ago.
I'm not going to do that again, it's just to painful to see the best RTS game slowly getting overtaken by it's competitors because Cavedog died and with it it's ability to evolve.

Posted: 12 Sep 2006, 00:54
by LathanStanley
Quanto042 wrote:Lathan, can vehicles and larger units knock over ur trees like they can with the standard ones??
YES, some burn, some crush, all can be destroyed and reclaimed

Posted: 12 Sep 2006, 00:56
by LathanStanley
Forboding Angel wrote:
NOiZE wrote:they mean the rock texture
I'm aware of that. It's the same texture in both maps. Rendered in seperate programs.
I actually beefed the red/bown/oragne ALOT on mine in photoshop before I rendered it...

I beefed it a tad much, but it takes TOOOO much effort to re-render right now...

maybe for v2 when the transparancies are released and I finish the other crap for it... :P

Posted: 12 Sep 2006, 05:09
by mufdvr222
Wonderfull map :lol:

Posted: 13 Sep 2006, 14:45
by Warlord Zsinj
The top one is gorgeous, except for the popsicle trees, which only really look odd closer up.

The bottom one looks good, except I don't much like the texture on the exposed rock of the cliffs, if you get me.

Posted: 13 Sep 2006, 15:55
by chillaaa
Warlord Zsinj wrote:if you get me.
No one gets you Zsinj ;)

Very snazzy maps gents. The top one appeals most to me.

Posted: 13 Sep 2006, 18:37
by hrmph
chillaaa wrote: Very snazzy maps gents. The top one appeals most to me.
Agreed.. Definitely prefer the minor differences that make it look better.

Posted: 14 Sep 2006, 01:21
by SwiftSpear
I've already said this elsewhere, but the trees are hideous :?

Overall a very good map with very bad trees.

Posted: 14 Sep 2006, 01:43
by Dragon45
If nothing else, I like the extreme detail in the map. Its sweet.

Posted: 14 Sep 2006, 11:15
by LathanStanley
SwiftSpear wrote:I've already said this elsewhere, but the trees are hideous :?

Overall a very good map with very bad trees.
I'm working on making them "prettier" but expect a 20% loss in FPS...
thats what EXTRA polycount does.. :roll:


tradeoff if you ask me..

Newer trees in the works

Image

Image

Posted: 14 Sep 2006, 12:29
by LathanStanley
hrmph wrote:
chillaaa wrote: Very snazzy maps gents. The top one appeals most to me.
Agreed.. Definitely prefer the minor differences that make it look better.
well guys, don't look down too much on forbodings... its bigger, and prolly a better gameplay... and he made his in MUCH MUCH less time, mine has taken prolly in the ballpark of 180 man hours...

his, less than 60...

frankly, I'd be HAPPY to be able to produce a map of his caliber in the time he can... my maps.. just take too damn long to do...

Posted: 14 Sep 2006, 17:56
by Forboding Angel
Oh fark, I forgot to post the screenie of the new rock texture. Much better now. I'll add the trees and take screenies when I get home.