New Map : Hightops (1v1)

New Map : Hightops (1v1)

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

New Map : Hightops (1v1)

Post by Otherside »

new 1v1 map by me (skybox by smoth as usual)

8*8 lots of hills and stuff

kbot/vehicle viable (vehicle can climb all ramps)

Image

Image
more screens soon

DL Link : http://tasdownloads.com/download.php?m=Hightops3.sd7
User avatar
Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: New Map : Hightops (1v1)

Post by Tribulexrenamed »

WIN:

That from whence came this map.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: New Map : Hightops (1v1)

Post by AF »

what does the fog gadget look like on this map?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: New Map : Hightops (1v1)

Post by Gnomre »

-Greenworld metal spots don't match the terrain since it is entirely devoid of life. If you're going to steal metal spot graphics from OTA, steal from the lava world set since they have no surrounding color like that.

-What's with the strong red lighting on units and the lack thereof on terrain? If the units are getting lit that harshly, the terrain should be receiving some of the same color. Shadows are also much too red. Finally, the red doesn't even match the skybox well, which is predominantly blue with just a little red twilight near the sun.

-The black waterplane or whatever (I forget exactly what controls this) under the map doesn't look very good for a land map IMO. Use the same color as the bottom of the skybox like other maps do, or something along those lines.

-Probably not your fault, but for some reason our automatic flag placement routine spawns three flags per metal spot here :S Oh well, that's why I put in manually created profile support.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New Map : Hightops (1v1)

Post by Warlord Zsinj »

I quite like the design; the map texture may need a bit of work to look a bit less bland though - and it needs some trees, or other features to break it up a bit.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: New Map : Hightops (1v1)

Post by Sheekel »

Gnome wrote:. Shadows are also much too red.

-The black waterplane or whatever (I forget exactly what controls this) under the map doesn't look very good for a land map IMO.
i noticed these also, +1 for a new version!
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map : Hightops (1v1)

Post by Otherside »

hey guys thanks for the quick input i agree with what everyone has said the plans for the next version are as follows

-Lowering metal values a bit (not metal spot) maybe by 10-20 percent
-New metal textures for the spots
-Lowering height map a bit (causes some problems atm)
-New texture with lighter color on the higher areas
-Features that dont look like ass hopefully
-Changing ambient light (still need to mess around with values atm its a bit to red dont quite understand what the values do to get only a slight tinge to fit in with the evening sky skybox)
-making plane a not black color

anything else that needs adding ??

should be done later today
User avatar
Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: New Map : Hightops (1v1)

Post by Nixa »

It looks very l3dt like.

But anyway, that looks like the temperate texture if i'm not mistaken? I suggest you don't use the l3dt textures, or if you do make your own climate from them (dunno if you have or not, but yeah).

As for the map, I suggest you get alot of play before you release it, check the balancing etc, atm it looks like top right will probably have the edge, but I'd have to play it to actually find out.

Good work anyway :wink: I'll be putting my latest up soon (well my first in... 2 years lol) but it's a bug fest atm.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New Map : Hightops (1v1)

Post by Warlord Zsinj »

Instead of just colouring differently according to height (which is a good start), try to imagine what the place would be like in real life. The green would not be constant throughout; there'd be lighter areas, and dirt areas. Maybe introduce a bit of water to break things up a little bit? Nothing gameplay changing, just some light shallows. (You don't need to, just an idea)
Why not making the higher areas appear more rocky, with the grass texture being more patchy.

The heightmap here is very interesting, I like the asymmetry - though it is harder to balance asymmetrical maps. I just think visually it is a little 'dull', as it is all the same colour/tone pretty much (ignoring the sides of the cliffs).

It's a shame you have to lower the heights; they really made the map stand apart from the typically very flat Spring maps. But functionality really needs to win out, I guess.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map : Hightops (1v1)

Post by Otherside »

yeh im really going to work on the texture b4 the next release.

and about the height map im really hesitant to change it but seeing as how some weapons work (plasma mainly) it really unabalances some units thuds which have 300 or so range and poor accuracy in CA seem to have a huge rage and pinpoint accuracy when firing from the top even ak's and other units with short ranges are quite problematic..

also arty seems to have a problem shooting up the hillsso the height map lowering will have to happen due to mod/engine related problems :/
but not by much i want to keep the tops pretty high

But texture work is a main priority :} will be adding sandy patches/new varying grass, some water maybe. And i would really like some nice looking features (dont think the feature resource thread is working) to place some good looking trees and rocks
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map : Hightops (1v1)

Post by Forboding Angel »

Otherside... Use my Greenworld climate for L3dt... Do not use L3DT stock climates, they fail for spring maps...

While you are re-rendering, take the time to look at my climates for spring in the climate editor. You don't have to change a single value to make your own climate, all you would need to do is change the textures.

Make sure you Render the lightmap (make sure you turn shadow rendering off...).
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map : Hightops (1v1)

Post by Otherside »

forb i didnt use your greenworld climate because it was just simply to green and didnt like some bit also im gonna redo the texture mostly i just like using l3dt as a base texture and rework it myself.

I will probably make my own climates soon for l3dt
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map : Hightops (1v1)

Post by Forboding Angel »

:roll:

Go into climate editor, and make a copy of greenworld. Call it a different name, replace about 4 textures, boom you have new climate that will turn out nicely.

The temporate climate in l3dt uses like 20 some odd layers. Mine use 4. Ever wonder why it took forever to calc? I'll give you 3 guesses.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map : Hightops (1v1)

Post by Otherside »

mmm quad core 3.6 ghz took mmmm 2 mins to calc :P
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map : Hightops (1v1)

Post by Forboding Angel »

Then you did it at 1:8, which is very bad and does not accurately lay down land types.

Do it however you like. You can either listen, and learn to do it better.

Using low res atts will most likely cause you a lot of trouble down the line. Also, the transitions between landtypes will be blocky.

Lol, that is an 8x8, try doing a 16x16 or a 20x20, and all of a sudden you will feel silly.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New Map : Hightops (1v1)

Post by Gota »

With the beast hiding under his table (or on it?) it will be hard to feel silly.
Pipes
Posts: 20
Joined: 12 May 2008, 17:47

Re: New Map : Hightops (1v1)

Post by Pipes »

neat looking map. glad i read through this part of the forum or i would have missed it.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map : Hightops (1v1)

Post by 1v0ry_k1ng »

the map looks fun but the texture looks horrifying
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map : Hightops (1v1)

Post by Otherside »

1v0ry_k1ng wrote:the map looks fun but the texture looks horrifying
have u played it ?
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Re: New Map : Hightops (1v1)

Post by Comp1337 »

is this map based on goatse
it looks like it
Post Reply

Return to “Map Releases”