fuh-geddit.

fuh-geddit.

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

fuh-geddit.

Post by Pressure Line »

fuh-geddit.
Last edited by Pressure Line on 08 Nov 2007, 11:35, edited 1 time in total.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Looks a bit like brazillian. Do you have your metal spots marked in the texture? Where are they?

Large, randomish maps dont always play so great.
User avatar
ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Post by ralphie »

That looks a bit familiar
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

luls
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Post by BaNa »

ralphie wrote:That looks a bit familiar
Whoa. +1 for mad image recognition skills.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

maps that have so many small paths will always suck.make more and bigger paths.les confusion and pathing problems while playing it.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Intresting map, but you should have made metal patches on the top of the hills, because no this concept fails!

http://noize.iamacup.com/screen276.jpg
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

oh my, that is terrible.

Small patches make a lot more sense logically, if only because they're more conventional.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Me, the "spread metal" approach works fine if it's done well. My problem is that
a) it's obviously a badly-scaled canned texture.
b) the heightmap doesn't even match the image. I mean, look at it. The height map is smooth mounds where the image is bullet/rust holes.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

so the grey parts are craters right
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I don't mind it that much. Should have credited the filter, PL. Design might need some work.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

fuh-geddit.
Last edited by Pressure Line on 08 Nov 2007, 11:36, edited 1 time in total.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

fuh-geddit.
Last edited by Pressure Line on 08 Nov 2007, 11:36, edited 1 time in total.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Please don't, I think I'm going to run a War Evo game on it.
Sangue
Posts: 92
Joined: 16 Jul 2007, 18:45

Post by Sangue »

Okay, I played on this a bit.

Personally, I didn't have any issue with things moving on it, except for a few bots/planes that decided to stick themselves in places and not want to move again (but that happens on other maps too, for me anyway), there were a few places I couldn't even attempt to get metal from because nothing could fit on the plateaus of some of the hills that had metal on them, and I had to move around a bit to find a place to settle a lab, but nothing that really seemed like a big deal to me. These things can be worked around without grumbling.

It's not really that easy to attempt to make a map people will play on, so I give you 'props' for bothering to try. People are always going to find something to complain about, it's just human nature I suppose.

Maps don't always need to be flat, they don't always have to be redesigns of DSD or SM or any other popular map...sometimes, an actual challenge to get around isn't a bad thing.

I tried NoTA and CA on it and it was pretty good.

My only suggestion is to maybe go back in and make some of the plateaus a tiny bit bigger. If you want to do that, I don't mind helping, if you want.
Last edited by Sangue on 08 Nov 2007, 03:26, edited 1 time in total.
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

2 issues

Post by rcdraco »

I really like this map, the only 2 issues I have.

Not enough metal

Too steep hills.



Great big tactics map :D
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

fuh-geddit.
Last edited by Pressure Line on 08 Nov 2007, 11:36, edited 1 time in total.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

So you're not even going to attempt to respond to the fact that you nicked a texture without giving credit?

Why is this somehow more acceptable than nicking one model, which was itself a copy of a model from another game?
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

due to popular demand, the map is gone.
User avatar
Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

tombom wrote:So you're not even going to attempt to respond to the fact that you nicked a texture without giving credit?

Why is this somehow more acceptable than nicking one model, which was itself a copy of a model from another game?
Because the filter, as far as I can tell, was freely licensed. The model was not. Therefore, what PL did here was a little shady, but honestly, as long as he said "I grabbed the texture map from <site>, based on work by <guy>, sorry, I should have mentioned this earlier" he would be totally in the clear.

Of course, if the filter wasn't freely licensed (I can't really tell, that site doesn't say much about it) then it would be the same.

But honestly. I'm willing to give PL the benefit of the doubt, maybe he just forgot to throw an attribute line on it. I gave Tired the same benefit of the doubt, at first, but once he made it crystal clear he violated copyright deliberately and unapologetically - not longer ok.

I know, I should just let it die since PL dropped the map, but I'm trying to explain why we care about something that seems so trivial and lawyer-esque as copyright - it really is important.
Locked

Return to “Map Creation”