Green Isle Remake (v000.1)

Green Isle Remake (v000.1)

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

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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Green Isle Remake (v000.1)

Post by ralphie »

I'm trying to recreate a map I've never played from a minimap and a screenshot, so my accuracy may be lacking :P

Here's an crude texturing on the height map i've come up with so far. I've changed it from the original to make it fairer for both sides, as well as change the hills from plateaus into ridges. I've also made it 16x16 (no idea the original size)

Image

Image

Or even the extremely incomplete map if you're bothered:

http://members.iinet.net.au/~dilloj/GI-rem.sdz

So, my question is, to any who can recall playing the original... have I done anything glaringly wrong with it?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Green Isle Remake (v000.1)

Post by Saktoth »

If you wish to reproduce it FAITHFULLY.

There are no mountains on the small central islands.

The hill on the lower left island is larger and takes up most of the island. I think there is only one hill.

The top hill on the centre left island is longer, and the hill below it isnt in the origional.

I think someone said they had a version that was converted to the modern spring map format, but that it was missing a metal map (and thats all).
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Green Isle Remake (v000.1)

Post by kiki »

yay thanks ralphie. In general, I think hills should be bigger and maybe more like plateaus imo
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LordMatt
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Joined: 15 May 2005, 04:26

Re: Green Isle Remake (v000.1)

Post by LordMatt »

I think you should make the remake faith full to the original, rather than trying to rebalance it. One other big thing is the texture of the hills, which was based on a bright white instead of the dark grey you have. you should be able to find some screenshot that shows a good example of it.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Green Isle Remake (v000.1)

Post by smoth »

looks cool to me.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: Green Isle Remake (v000.1)

Post by DZHIBRISH »

Sure does.
no hills on the middle islands sounds better tbh.
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Re: Green Isle Remake (v000.1)

Post by Noruas »

White Cleachy Rock now!
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: Green Isle Remake (v000.1)

Post by DZHIBRISH »

THose dots on the mini map look very small.maybe its a big map?
24x24?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Green Isle Remake (v000.1)

Post by AF »

At the time when the sm1 format was what we were all using there was a 16x16 size limit on the map format. This was lifted when the sm2 format was put out, and then not longer later raised to 64x64. The boundary of 64x64 however has something todo with the maxint value iirc, however there are various claims that maps larger than 64x64 are possible, and that the 64x64 limit is purely a mapconv limit, but as of yet nobody has come out of the woodwork with a 72x72 map or a 96x96 map.

For all we know it may simply be the equivilant of putting 2.6 trillion in a 16bit integer, everything after the first 16bits would be truncated, but since the only maps larger than 60x60 are sm3 maps it remains to be seen.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: Green Isle Remake (v000.1)

Post by DZHIBRISH »

well people hardly play 24x24 maps..
so ...plus for bigger maps if ud want to keep the speedines in ota based mods you would need a tier 0 of very fast units and light builders.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Green Isle Remake (v000.1)

Post by NOiZE »

DZHIBRISH wrote:THose dots on the mini map look very small.maybe its a big map?
24x24?

it was more like 14x14 iirc
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: Green Isle Remake (v000.1)

Post by DZHIBRISH »

Those radar blips...they were so cool..spring radar blips are not as cool.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: Green Isle Remake (v000.1)

Post by NOiZE »

DZHIBRISH wrote:Those radar blips...they were so cool..spring radar blips are not as cool.
those are spring radar blibs...
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: Green Isle Remake (v000.1)

Post by DZHIBRISH »

What???than its deffinalty not a 14x14
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Green Isle Remake (v000.1)

Post by NOiZE »

DZHIBRISH wrote:What???than its deffinalty not a 14x14

Downloaded the sm2 version from here:

http://www.fileuniverse.com/?p=show&a=it&id=777

in the smd the start pos with the highest res:

[TEAM3]
{
StartPosX=7168;
StartPosZ=912;
}

Which suggets that the map is 8192x8192 so in mapdimensions: 16x16

I wasn't off too much ;-)
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: Green Isle Remake (v000.1)

Post by DZHIBRISH »

But you were wrong.
Yeeeehaaa i win!!
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Green Isle Remake (v000.1)

Post by Neddie »

Actually, you were both wrong, and don't use Yeha's name in vain, he was quite helpful and a great contributor to Spring.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Green Isle Remake (v000.1)

Post by smoth »

24X24 are great for gundam!
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Green Isle Remake (v000.1)

Post by Gota »

Whats Gundam? :wink:
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Green Isle Remake (v000.1)

Post by kiki »

Its a mod with anorexic japanese supermechs and cute little baby tanks. Smoth, you have my permission to shoot this man. (not that you need it, this is actually a suggestion)
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