[UPDATED]..6-11-07 .... High-Noon-V2 ... go get it ... :)

[UPDATED]..6-11-07 .... High-Noon-V2 ... go get it ... :)

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genblood
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[UPDATED]..6-11-07 .... High-Noon-V2 ... go get it ... :)

Post by genblood »

I made a new map and had extra time ... so I made a slideshow
So here it is .....


UPDATE ... 6-9-07 nixed the slideshow ... :(

Will post screen shots ...

Here are the screenies for your viewing ...

screenie deleted ... old pics now ...

UPDATE: 6-11-07 09:33 EST

Map released and here is the download link ...
http://spring.unknown-files.net/file/30 ... on-V2.sd7/

post yout comments
Last edited by genblood on 12 Jun 2007, 03:32, edited 4 times in total.
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AF
AI Developer
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Post by AF »

A 320x240 flash video that shows off stillframes with no control over size length period etc, and music that plays at a bad framerte is not as good as proper fullsized images linked via thumbnails where I can pick images I look at how I look at them and for how long.

That videos just too small to make any proper judgements from.
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Decimator
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Post by Decimator »

Looks good, do you have it uploaded?
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AF
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Post by AF »

Its nice but I really wouldnt use that sky and those colours. Orange/yellow/red colours ruins it.

Instead go for a generic very pale blue colour like this:
http://homepage.mac.com/russconte/oct_2 ... sky-33.jpg

Or the lower elft corner of this:
Image
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AF
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Post by AF »

Also with rgards to foliage and trees, try to clumps them mroe together and nearer to the bottom of the slopes on the raised bits on the two land masses, atm it looks like you just quickly moved your mouse in a line while clicking.
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genblood
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Post by genblood »

Ok, I've added more features ...
changed the sky color ...
An few other tweekies ..

Here are some new screenies ...

Image
Image
Image
Image
Image
Image
Image
Image


Is it getting better or worst ?
DemO
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Joined: 18 Jul 2006, 02:05

Post by DemO »

Looks much better, but try to use a variety of features instead of spamming the same one over and over. It just looks bad.

Some contrast in the terrain texture could look good, too. Currently it's pretty much all the same.

Example: make the texture change as it gets nearer the shoreline, then when it merges into the water.
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AF
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Post by AF »

Before you modify the map in that screenshot, make a backup.

Uusually you make a good version and then people give feedback, you change it and it gets worse. You've currently reached the good version, back it up, release it as a v1 even, just make sure that whatever you do from now on can be undone.
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Ishach
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Post by Ishach »

Bizzaro Genblood
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genblood
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Post by genblood »

Ok,

I've made changes .... an added dead trees and a few more features.

The last screenies show more features ....

My thing is do you like the map this way .... or

With less features and a blue sky ...?
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AF
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Post by AF »

I like what I saw in the last screenshot your posted better than those in the first shot.
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genblood
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Post by genblood »

MAP ... is done ...

I figure I'd release it before I add too much and mess it up :lol:


So, here is the download link ...
http://spring.unknown-files.net/file/30 ... on-V1.sd7/
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

Genblood, this is actually the best map i've seen you make in a LONG while. Great Job man. Nice to see you improve.
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SwiftSpear
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Post by SwiftSpear »

Ishach wrote:Bizzaro Genblood
I see what u did there....
pintle
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Post by pintle »

Aesthetically at least (dl'ing as i type) this map demonstrates your consistent improvement at mapping. Well done/ty :)
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zwzsg
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Post by zwzsg »

Yeah, it's amazing to see that, after all those bad maps of your early days, you're now making what is, shockingly, a good map!

- There is some relief, some cliff and tiny mountain range to keep it interesting.
- There is enough flat area and plateau so we can build and move on it.
- I like how the impression of roughness on the plateau is achieved more with the texture than with the heightmap: it makes it looks like it's a hilly plateau, while still keeping that area free to build and move on.
- Symmetrical, so should be balanced for 1v1, 2v2, and whatever team games.
- Doesn't use any Cavedog tiles.
- The layout is reminiscent from the best Cavedog maps, yet isn't copied from any map.
- Good looking features, using enough to liven up the map, but sparingly enough to not detract from actually playing on that map.
- Doesn't try to hard to use special texture that don't fit and make it look patchworky: the sandy yellow-white is simple but effective.
- No hard edge on the heightmap, it's all smooth and natural.
- Still the heightmap is artificial just enough to make it a playable map and not a pretty scenery.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

it looks nice but maps without landbridges tend to be porcy as hell
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NOiZE
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Post by NOiZE »

Good work genblood, Too bad the metal isn't balanced, the west shore has way more metal then the east shore :(
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Peet
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Post by Peet »

1v0ry_k1ng wrote:it looks nice but maps without landbridges tend to be porcy as hell
Yeah, speedmetal has a nice bridge to keep the porc down.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

P3374H wrote:Yeah, speedmetal has a nice bridge to keep the porc down.
1v0ry_k1ng wrote:bridges
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