Zeus05_A Craters and Hills V2.0

Zeus05_A Craters and Hills V2.0

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cronos
Posts: 30
Joined: 14 Oct 2007, 22:24

Zeus05_A Craters and Hills V2.0

Post by cronos »

The new version with the in the forum suggested changes implemented.

Changed metal to 1.5

Changed wind to 5 to 20

Changed texturing from dark green in the crates to yellow In the hills

Added map description

http://www.unknown-files.net/3660/Zeus0 ... Hills_V20/


Image
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Just from the pic, looks like it has potential :)

look foreward to playing it
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Augh! Now see, this one looks height inverted to me. Oh well, I guess now both versions are out, so people can use whatever they're more comfortable with.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

ok, one thing you MUST do to save us all a huge headache.

Lower your sun height

the tag is:
sundir= x, y, z

Make Y at about .2 or .3

It is waaay too high as it is now and throws perceptions off like crazy. Also, you should darken your shadows to make things more prominent.

Even better yet, if you have EE-Riverdale, just copy the [lighting] Section and paste it over yours. It will help immensely.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

yes forboding is right.Its still not finished..
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cronos
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Joined: 14 Oct 2007, 22:24

in game

Post by cronos »

The previous image is only the minmap without lighting this is the map in the game with the sun and shadows and so on.

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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

pinstriping D: not much you can do about that though im afraid :(
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Awesome stuff, interesting map to play.

Cronos, your first few maps are on par with some of the best mappers in the community. I'm really looking forward to seeing some more of your work.
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

Forboding Angel wrote:ok, one thing you MUST do to save us all a huge headache.

Lower your sun height

the tag is:
sundir= x, y, z

Make Y at about .2 or .3

It is waaay too high as it is now and throws perceptions off like crazy. Also, you should darken your shadows to make things more prominent.

Even better yet, if you have EE-Riverdale, just copy the [lighting] Section and paste it over yours. It will help immensely.
i...agree...with forb?

stranger things have happened 8)

you could texture burn it too for all the people that don't run shadows - it would show up on minimap then. it's a PITA to line up the sun exactly with your burn though. for an example how to not do it correctly look at DSD :P
Pressure Line wrote:pinstriping D: not much you can do about that though im afraid :(
compile with L3DT
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Post by RogerN »

From your screenshots, it looks like your sun position does not match up with your texture. In other words, it looks like your map texture was rendered with the sun in one position, but the Spring settings put the sun in a totally different position.

It looks like there are shadows coming from both the north and the south, depending on where you're looking...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

hunterw wrote:you could texture burn it too for all the people that don't run shadows - it would show up on minimap then. it's a PITA to line up the sun exactly with your burn though. for an example how to not do it correctly look at DSD :P
I agree.
hunterw wrote:
Pressure Line wrote:pinstriping D: not much you can do about that though im afraid :(
compile with L3DT
^^^ I was wondering if anyone else had noticed that :P
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Nice map, really nice!


Keep up the good work!
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