New map - Scorpio Battleground

New map - Scorpio Battleground

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New map - Scorpio Battleground

Post by Beherith »

I think I have finally begun to tap into the full potential of WICed, its possibilities, depth and speed never cease to amaze me :)

The texture generation for this map takes a full 12 minutes, with only 1 cpu core, yet the results speak for themselves.

16*16 4-10 player all arms map, quite a few metal spots for air, kbot and amphibious only.
Basic idea by Saktoth, thanks to aGorm for his trees, Basic for the tip.
Texture and heightmap made with World in Conflict map editor.

Edit:

Fixed water texture, now its super realistic and pretty :)

Have fun!

Maplink http://spring.jobjol.nl/show_file.php?id=1081

http://users.hszk.bme.hu/~sp552/screen154.jpg
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http://users.hszk.bme.hu/~sp552/screen156.jpg
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http://users.hszk.bme.hu/~sp552/screen160.jpg
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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New map - Scorpio Battleground

Post by BaNa »

This map plays sweetly. I likes.
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: New map - Scorpio Battleground

Post by Teutooni »

DSD is so last season. :lol:
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map - Scorpio Battleground

Post by hunterw »

Teutooni wrote:DSD is so last season. :lol:
yea all those ship battles on DSD got old



hey OP if u ever update this map put this in your .smd

WaterAbsorb=0.022 0.0060 0.0045;
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map - Scorpio Battleground

Post by Gota »

Looks Great Now.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New map - Scorpio Battleground

Post by Forboding Angel »

hunterw wrote: WaterAbsorb=0.022 0.0060 0.0045;

Tbh I kinda like the greenish tint. It's different :-)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New map - Scorpio Battleground

Post by Warlord Zsinj »

I really like the texture on this one. I also think the greenish water is quite nice.

Again, I think this map also suffers from the heightmap issues that I raised in Saktoth's heightmap thread. There really are only two heights here, and the difference is only really made significant by the separation by an impassable barrier (the cliff). Just seems like the hills could be taller and of varying heights compared with each other. I'd imagine it'd make holding height more important, and just make the map look a little more interesting.

*hides from raaar flat for gameplay zealots*
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Gota
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Joined: 11 Jan 2008, 16:55

Re: New map - Scorpio Battleground

Post by Gota »

Idont hink it suffers from anything.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New map - Scorpio Battleground

Post by Beherith »

hunterw wrote: hey OP if u ever update this map put this in your .smd

WaterAbsorb=0.022 0.0060 0.0045;
The greenish tint of the water is very intentional, makes the water look more tropical and full of life :)
Warlord Zsinj wrote:I really like the texture on this one. I also think the greenish water is quite nice.

Again, I think this map also suffers from the heightmap issues that I raised in Saktoth's heightmap thread. There really are only two heights here, and the difference is only really made significant by the separation by an impassable barrier (the cliff). Just seems like the hills could be taller and of varying heights compared with each other. I'd imagine it'd make holding height more important, and just make the map look a little more interesting.

*hides from raaar flat for gameplay zealots*
Show me a large map that has these huge height differences and the realistic looking slopes, AND plays well in *A.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: New map - Scorpio Battleground

Post by Saktoth »

A small issue: Hovers cant acccess the 4 little islands with beaches on the sides in CA.

We'll probably end up increasing hover slope tolerance in CA, because all maps are made for kbot-like hovercraft. Id really prefer if hovers had less slope than vehicles, but i guess maps (most of them, not just this one) just arent made with that in mind and make most of thier shores kbot-steep. *sigh*
Warlord Zsinj wrote:I really like the texture on this one. I also think the greenish water is quite nice.

Again, I think this map also suffers from the heightmap issues that I raised in Saktoth's heightmap thread. There really are only two heights here, and the difference is only really made significant by the separation by an impassable barrier (the cliff). Just seems like the hills could be taller and of varying heights compared with each other. I'd imagine it'd make holding height more important, and just make the map look a little more interesting.
Try playing it man- the hills are of several heights, some are kbot-passable, some vehicle-passable, some kbot passable on one side and vehicle passable on the other, some only passable by air.

There are a few small little rolling hills vehicles can go up, and taller ones. There are, in fact, 3 distinct levels of height above the water (not counting the lowest).

Terrain is different in IW. There is little-to-no static d, so building on hills isnt an issue, units are so short that they cant even see over the lip of a hill and most weapons are beamlasers without arcs so you cant shoot over the lip of the hill, so its actually better to have peaked hills, vehicles and infantry arent on even footing to begin with so the balance in the positions they can access matters less, etc.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: New map - Scorpio Battleground

Post by FLOZi »

Very pretty. Any chance of a tutorial on using WICed for Spring maps?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map - Scorpio Battleground

Post by Gota »

If youll make another version change the mexes a bit so they are more visible.
Maybe give them an inner shadow or just change their color slight to make the mstand out better.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New map - Scorpio Battleground

Post by Otherside »

pro tip : dont release 2 versions of the map with the same name alot of people seem to be having conflict problems and having to redownload and get extra hassle etc cos of this

otherwise good map
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New map - Scorpio Battleground

Post by Beherith »

Yaa, about the release thing, it was a mistake.
I uploaded it, played a game with basic, found some errors and made some tweaks to it, then spring went down for like a day. Alltogether 12 ppl downloaded that map, so I decided to just reup the new one strait over.

Sak: damn, but mexradius is high so it still should allow hovercons to build the mexes on them :S

Edit: oh god, forgot about ppl who use CAdler, that must really screw up with same map name :|
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New map - Scorpio Battleground

Post by Otherside »

CA downloader seems to download the right one so its ok (everyone seems to be hosting the new one) but it requires a delete of the old one first
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New map - Scorpio Battleground

Post by Forboding Angel »

Beherith wrote:Show me a large map that has these huge height differences and the realistic looking slopes, AND plays well in *A.
Iron Guantlet Height difference of 1000

It plays well to a point, but imo range of 0-500 is better for *A
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smoth
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Joined: 13 Jan 2005, 00:46

Re: New map - Scorpio Battleground

Post by smoth »

if only forb still made maps...
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: New map - Scorpio Battleground

Post by rattle »

Don't forget about the new water tags. I'd grab a test build and see that /water 4 will look nice as well.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New map - Scorpio Battleground

Post by Warlord Zsinj »

Yeah, most of forb's maps are good examples.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New map - Scorpio Battleground

Post by Beherith »

I would make a tutorial, but you need to have the game for WICed to work :( If your still interested, I shall make a beginners guide.

On the other hand, DAZ studio is giving aways bryce 5.5 for free if you register on their site :idea:
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