..: New Map :.. BlackLake Swamp
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- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
where did it crash?PicassoCT wrote:Experienced Crash - when i walked with a Commander into the Great Tree.
And that is were the Problems start...
The Map is unplayable, simply because of beauty - how should the players concentrate on playing, if every unit is the Temptation of FPS Mode?
I fixed the trees, they won't crash it.
you can't reclaim them.
and Rattle:
TURN UNIT REFLECTIONS ON! It loads the shader 2 model so transparencies work

- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
the features, the lilypads and stuff are static features, I'm sure the water will just go over them and things... I can't script the features, so any "animations" hell... "movement" at all... is out of the question..aGorm wrote:Oh, also, Curios to know what it does if you hjave super water turned on (teh deforming one)... what does that do to the water plant life? Last time I had half submerged featurs it went fecked up (when super water was on).
aGorm

- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
it took awhile...hrmph wrote:Another instant classic! My head would explode if I had to hand place that many features :)
you shoulda seeen what the geovents did to the map... lol
it moved features, removed features, and even changed features....
sigh... oh well..
maybe I can get them in on some tropical maps where its not as "jungleish"
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
I actually generated it with a bunch of noizepass filters, texturizers, and otehr blurring sharpening and artistic filters....PicassoCT wrote:Just curious - can we have a Image with just the Ground Texture ?
with lots of contrast, hue, and gamma correction...
I didn't save it after I used it.. the intentional Idea was to use it for the initial testmap, then I generated the currentmap FROM the testmap texture, and then like a moron, saved it as the testmap, and overwrote the origional...
you could just extract a chunk of this though and go to town from there..
I have the origional texture vue5 spatout.. its not TOOO bad... but its not the same..
I can bite off a chunk that hasen't got too much color change and send it your way....
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
yeah yeah,. I know its a "harder" map to play on, but thats the intention... make you think different...Foxomaniac wrote:Lathan, the tidalstrength=15 is part of the map's description, hence it doesn't work.
or spring makes it like that.
Also,I found a spot where you can't build a mex to get the full metal - nor underwater or surface mex.
all in all
the map's pretty but it doesn't play very well imo.
there are always bugs on an initial release...
consider that borked metal patch (I made the water about 4 pixels higher after some playtesting... it musta overflowed that deposit) just consider it a balancing cause that corner has that HUUUGE lake thing that makes a better defense...
oh well...
its basically a "showcase" map to show off all the features... and if its playable at the same time.. all the better

and picasso... here's a "very very close" texture you can use..
its not gonna be seamless but I'm sure you can fix that, or get around it..

http://www.savefile.com/files/192383
ITS AN 18 MEG DOWNLOAD... just so you know 2560x2560
Lathan, I don't suppose you can add sounds to features (not sure if that's possible with Spring i nthis new ver)?
I was thinking maybe if it was, you could add sound loops (http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7686) and have some nice ambient sound of swamp gas, crickets, frogs, etc. :D
I was thinking maybe if it was, you could add sound loops (http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7686) and have some nice ambient sound of swamp gas, crickets, frogs, etc. :D
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16