New Map - The Suburbs

New Map - The Suburbs

All map release threads should be posted here

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Goolash_
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Joined: 25 Nov 2006, 16:26

New Map - The Suburbs

Post by Goolash_ »

This is done from an aerial photo of some suburb somewhere near Huston. It looks like crap.
I thought this kind of map would be a nice change of pace from all the other maps that are going around but it turned out real ugly. I guess that doing photo realistic maps of urban areas is just out of my league but it's already done so why not release it.

I think the 1v1 fans will find some nice gameplay in this map (6x8 size), 2v2 is perfect also and it can barely manage 3v3 (just barely). As long as you ignore the dreadful stretching of the texture on the sides of the houses you can have some fun on this map..

Goolash.

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Zydox
Lobby Developer
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Joined: 23 May 2006, 13:54

Post by Zydox »

Woohoo... CN's own mapmakes is back ;)

Nice map aswell... but what happend to the Zydoxians? :P
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Snipawolf
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Post by Snipawolf »

We know spring can render it, if you made all of those actual features..

This would be a hell uva map!
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smoth
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Post by smoth »

snipa, features have to have square ground plates.. it is one of the F**** up things about spring.
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

The houses are not features, they are made using the height map, that's why they look like crap. I don't really know how to make features.

Dox - The Zydoxians are busy porcing... :P
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Snipawolf
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Post by Snipawolf »

I was saying, if you made the buildings features with their current textures, they would look good and real..

Unfortunately, as smoth has stated, it cannot be done...
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LOrDo
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Post by LOrDo »

*waits for trepan to come in and tell us it can be done with LUA*
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

if you made every car, tree, shrub, rock, and blade of grass into a feature you would be lathan stanley and the EESF clan would come in to this thread saying what a great map it is.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

you should place a tree on every tree shadow, halve the height of all buildings, put water in the pool, make the cars heighmap, then this would be reasonably cool.
http://spring.clan-sy.com/phpbb/viewtop ... 539#191539
your map in teh screenshot
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KingRaptor
Zero-K Developer
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Post by KingRaptor »

1v0ry_k1ng wrote:http://spring.clan-sy.com/phpbb/viewtop ... 539#191539
your map in teh screenshot
lulz

Come to think of it, maybe it would be better to remove all the cars from the textures and pretend this is a maze rather than a city?
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hunterw
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Post by hunterw »

1v0ry_k1ng wrote:you should place a tree on every tree shadow, halve the height of all buildings, put water in the pool, make the cars heighmap, then this would be reasonably cool.
http://spring.clan-sy.com/phpbb/viewtop ... 539#191539
your map in teh screenshot
man those xta models look nice

sorry to say, goolash, victoria crater made for a much better photogenerated map. heightmaps just aren't very capable of doing anything other than terrain.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

make features imo
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Ishach
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Post by Ishach »

Image
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Goolash_
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Post by Goolash_ »

What high honors have i received, to be ridiculed by ishach the number 1 troll in the spring forums :P

1v0ry_k1ng, you gave some good advice there about cutting the height in half, and the tress might turn out well too but cars done in the heightmap look so crappy (even more than the houses :( ) so i decided to let them go. KingRaptor's idea of photoshopping out the cars sounds nice and i might give it a try.

hunterw, i know this map isn't too good looking (to say the least :-) ), but to tell the truth I'm quite pleased with how it plays and the pace it offers so i resealed it anyway, it's already made so why not.

if anyone volunteers to make some features of houses and cars (then i can photoshop every single item off this map and replace it with features) he will have my eternal gratitude and every other map maker as well.
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Boirunner
Kernel Panic Co-Developer
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Post by Boirunner »

Ishach wrote:Image
UR DOIN IT WRONG

Image

(Seriously though, sucks that stuff like this won't work with Springs map format. It was a nice idea.)
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smoth
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Post by smoth »

they wouldn't work in any map format. He would need to go in edit out anything that could be a feature and replace it with a feature. Even then features have to have square or rectangle footprints. We cannot have angled footprints so the buildings would be layed out in a square.
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PicassoCT
Journeywar Developer & Mapper
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Post by PicassoCT »

Me is finding it good - if Features would be as easy to make as Maps, we would drown in Citymaps. Instead we have to wait for Qualityworks from Lathan...

and you wont put Lasertowers on those Features...

The Heightmap can & should be used for such stuff... Good worx, and welcome to the Citymapclub Goolash :D
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hunterw
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Post by hunterw »

smoth wrote:Even then features have to have square or rectangle footprints. We cannot have angled footprints so the buildings would be layed out in a square.
I'm sure even though spring doesn't allow you to rotate them you could do it in 3dsmax or whatever you're using to make the mesh. The collision is still a square though (probably, I really don't know), so yea no dice.
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Goolash_
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Post by Goolash_ »

PicassoCT wrote:Good worx, and welcome to the Citymapclub Goolash :D
Do we have a secret handshake? :-)

But seriously, is anyone (read=lathan\smoth\noize) working on urban features? i'm sure that as picasso said we would be swamped in city maps once those features are made available.
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smoth
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Post by smoth »

hunterw wrote:I'm sure even though spring doesn't allow you to rotate them you could do it in 3dsmax or whatever you're using to make the mesh. The collision is still a square though (probably, I really don't know), so yea no dice.
Yes, again, it doesn't matter what the model looks like.. as far as collision goes that is what really matters and yes, it would have to have a huge "box" around it.. so again.. no dice.

Kloot is working on the different collision models however, that still leaves us with this grid-like method of pathing.
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