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Re: new map

Posted: 30 Jan 2008, 19:38
by NOiZE
But isnt the water texture only showing if you use Basic water renderer? and like no-one uses that? Anyway we can force to render the water in that way?

Re: new map

Posted: 30 Jan 2008, 19:43
by Argh
Not that I know of. TBH, I think either doing this with LUA, drawing some quads, or doing this with a .S3O with glowmap, using the COB to move the plane just above the "water" level, would be the best approach.

Re: new map

Posted: 31 Jan 2008, 15:53
by Saktoth
Let me just say that this map plays excellently, very dynamically, the design was good- and is eye sex in the extreme.

Most people i know play with basic water, at least those i talk to. I do.

But just another reason not to use water here i guess.

Basic and i would love someone to lua in the lava, something like jk's lups that makes the fusions all wavy, maybe (Though, less watery and more lava'ey). Feel free to do so, if anyone would like to. The maps a collab effort already and we have already released about 7 versions, 8 9 wont hurt.

Re: Tartarus

Posted: 31 Jan 2008, 18:40
by NOiZE
Shadows are not working on this map!!!

GroundAmbientColor=1 1 1; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=1 1 1; //color of ground where fully sun lit (added to ambient)

Ambietn color should be less then suncolor, that should fix it.

Although the texture is really nice, the detailtex really fucks it up.

Owh and plz add in the lava :P Then maybe one day someone can remake all the lava maps from OTA ~~

Re: Tartarus

Posted: 01 Feb 2008, 02:11
by Saktoth
NOiZE wrote:Although the texture is really nice, the detailtex really fucks it up.
I agree on the detailtex, any idea how to do it better? No detailtex at all?

Re: Tartarus

Posted: 01 Feb 2008, 06:35
by LOrDo
Most people use basic water I thought, as it looks decent and dosn't suck FPS like the other water settings.

Re: Tartarus

Posted: 01 Feb 2008, 15:06
by NOiZE
Saktoth wrote:
NOiZE wrote:Although the texture is really nice, the detailtex really fucks it up.
I agree on the detailtex, any idea how to do it better? No detailtex at all?
yes, no detail tex @ all would be best i think. make sure you fix the shadows issue too ;)

Re: Tartarus

Posted: 01 Feb 2008, 16:18
by Gota
Who needs shadows?

Re: Tartarus

Posted: 02 Feb 2008, 01:02
by LordMatt
People with decent computers.

Re: Tartarus

Posted: 05 Feb 2008, 16:23
by LathanStanley
you need to add some of the crystal spires to that!
I see the rocks, they look pretty good, might want to PS the texture though, and just apply some filters to darken them up a tad. Should be pretty easy to do that.

Re: Tartarus

Posted: 05 Feb 2008, 17:57
by Gota
crystal spires?

Re: Tartarus

Posted: 05 Feb 2008, 17:57
by Gota
I have released a new version with shadows and lightning..

Re: Tartarus

Posted: 06 Feb 2008, 03:08
by Saktoth
Crystal spires ala Energy Spire Plain.

They are totally the wrong colour and IMO, inappropriate, unless they had lava oozing out of the top or something. Anyway, maps dont need features to look good and features (ESPECIALLY TREES- but rocks also fuck up econ) often damage gameplay...

Re: Tartarus

Posted: 06 Feb 2008, 05:12
by Neddie
Saktoth wrote:features (ESPECIALLY TREES- but rocks also fuck up econ) often damage gameplay...
Only if the mapmaker fails to use them correctly.

Re: Tartarus

Posted: 06 Feb 2008, 11:10
by Gota
How can anything fuck up econ?Features are part of your econ.
Its like saying mexes fuck up econ.
If u have a lot of rocks to reclaim than thats how you play.
After no features are left you start building mexes..
as for trees...
Fact:on the long run its better for a con to build solars/wind gens than to be reclaiming trees.

Re: Tartarus

Posted: 06 Feb 2008, 11:34
by hunterw
Gota wrote:How can anything fuck up econ?Features are part of your econ.
Its like saying mexes fuck up econ.
it really is - a map with mexes that give 11 metal each is a screwy econ just like having 10,000 metal in rocks does

i think what he meant to say was that mappers more often fuck up econ balance with features than on mex

Re: Tartarus

Posted: 07 Feb 2008, 03:46
by Saktoth
Gota wrote:How can anything fuck up econ? Features are part of your econ.
Its like saying mexes fuck up econ.
If u have a lot of rocks to reclaim than thats how you play.
After no features are left you start building mexes..
as for trees...
Fact:on the long run its better for a con to build solars/wind gens than to be reclaiming trees.
Features give a 1-time high-resource injection into the economy- generally in early game. Features reclaim fast, the investment on getting a con to reclaim rocks is paid off much, much faster than a mex. Granted, we can control this now and i suggest to anyone out there putting metal features on their map to put a very high reclaim time on any rocks they include in their maps.

But in the end, it only leads to 'glutting', a one-time large injection into the economy. Mexes keep paying off over their lifetime, while the injection of resources ends up in having very large armies or late techs very early in the game, and then your economy tanks out and you're left skirmishing for the scraps (And you do skirmish over scraps- that huge reclaim boost means you end up with a lot more wreck metal a lot earlier, further de-emphasizing mexes). It totally changes the pace and economic flow of the map if you have any serious kind of metal reclaim on it. One can argue that its 'just a different kind of game' and that 'Most RTS's have finite resources' but i just dont think its something most mods are built for- they are built for slow, steady, territorial-based economic expansion with more gradual payoffs.

As to trees- you're absolutely correct. Its inefficient to reclaim them. All they do is block line of fire, jam up units, make it hard to build large structures, and generally make an absolute NUISANCE of themselves. They can have tactical implications and change the way the map is played (IE, they will provide 'cover' for units, and make crawling bombs WAY more viable) and i think if used correctly, perhaps in lines and banks in strategic areas, they could perhaps enhance gameplay. Possibly. But most players would probably rather set all the little bastards on fire. Scattered around the map randomly? Just a fricking nuisance.

Re: Tartarus

Posted: 07 Feb 2008, 10:00
by Gota
I dont see any logical point of not making features except for your subjective discomfort of having to reclaim a lot of wrecks and spending a lot of metal right at the begining.