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Posted: 05 Nov 2006, 15:38
by smartie
are you still planning on releasing this map? I think a smaller version would be a good idea. I doubt my computer could handle a 64x24 size map.

Posted: 06 Nov 2006, 13:42
by Zagupi
Inside information: Neither can his :P

(edit)
btw, what are the biggest maps in existence today?

Posted: 07 Nov 2006, 05:49
by mufdvr222
For TA its about 63 x 63

Posted: 07 Nov 2006, 08:52
by NOiZE
i think the biggest spring map is Epic, which is 40x40

Posted: 08 Nov 2006, 03:24
by Nemo
PicassoCT's latest map is 64x16. It takes forever and a day to load, but is still really cool.

Posted: 27 Jan 2007, 16:21
by Aurora
Being back in the Spring scene now, I'd like to finish this map. However, I don't have enough memory to compile it. Would anyone else like to do it for me?

Re: WIP: Mega Hyper Super Giant Intercontinental Nuclear War

Posted: 27 Jan 2007, 16:31
by manored
JJ45 wrote:img509.imageshack.us/my.php?image=mapthingpn4.jpg
img87.imageshack.us/my.php?image=mapthingmetalok4.jpg

(First image was made in PSP8 to simulate what it would look in-game)

The map size is 64x24, so people who don't like big maps or long-lasting matches; bye bye =D. I'm still working on the feature map. This will be my first map for Spring. I don't have a name for this yet, does anybody have ideas?
I think more small islands between the big inslands would be cool...

Posted: 27 Jan 2007, 17:03
by Aurora
Here's everything uploaded (I hope I didn't miss any files), if anyone wants to try compiling:

http://goannasvencoop.com/jj45/maps/bfm.rar

Posted: 27 Jan 2007, 18:53
by cyclerboy
how much memory do you need?

Posted: 27 Jan 2007, 20:21
by Aurora
512 ram wasn't enough for it. I don't know how much it needs.

Posted: 27 Jan 2007, 20:59
by smoth
I'll see what I can do.

Posted: 27 Jan 2007, 22:53
by Aurora
Thanks! Feel free to make changes that you see necessary. I don't remember how height and water level are set, but if there is a setting that changes the heightmap's scale and the water level, the rock hills should be pretty much just for kbots to travel on, while the water level should be at where it appears on the picture I photoshopped. (Image)

Edit: I found this from compile.bat:

mapconv -c 0.8 -x 800 -n 50 -o BFM.smf -t bfm_texture.bmp -m bfm_metal.bmp -a bfm_height.bmp -f bfm_feature.bmp

I doubt the values are correct if I have written them, I remember just guessing some of them. Just pasted it if it's necessary, I can't rememember so I have no idea.

Edit: this was in fs.txt:

cluster0
cluster1
cluster2

Posted: 28 Jan 2007, 04:41
by smoth
your bmp texture has some weird issue with it.. it seems to be corrupt.

Posted: 28 Jan 2007, 10:59
by Fourty Seven
Holy shit, JJ45, are you the JJ45 that I played the specialists with and that made ts_stuntpath?!?! you might not remember me (ts name : [UTB] AKIRA), but if you do add me up to msn :P... I'mma draw up some map ideas for this, I just found out about spring, and holy shit :O looks sick, and I offer my help if required (2d / 3d creation :D)

Posted: 28 Jan 2007, 16:10
by Peet
Yay, another Atlantic Canadian! :D </offtopic>

Posted: 28 Jan 2007, 19:58
by Aurora
Fourty Seven wrote:Holy shit, JJ45, are you the JJ45 that I played the specialists with and that made ts_stuntpath?!?! you might not remember me (ts name : [UTB] AKIRA), but if you do add me up to msn :P... I'mma draw up some map ideas for this, I just found out about spring, and holy shit :O looks sick, and I offer my help if required (2d / 3d creation :D)
Well, I've been in many communities, and yes, I did make a few dozen maps for The Specialists when I stumbled upon it. :)

Smoth: I'm reuploading the .bmp, I'll put up a link soon.
Edit: http://goannasvencoop.com/jj45/maps/bfm_texture.zip

Posted: 30 Jan 2007, 17:38
by Aurora
Sorry for the double-post, but did the .bmp work?