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New map - Scorpio Battleground

Posted: 10 Jun 2008, 14:08
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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Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 02:08
by BaNa
This map plays sweetly. I likes.

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 02:20
by Teutooni
DSD is so last season. :lol:

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 04:46
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;

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 07:26
by Gota
Looks Great Now.

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 08:40
by Forboding Angel
hunterw wrote: WaterAbsorb=0.022 0.0060 0.0045;

Tbh I kinda like the greenish tint. It's different :-)

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 09:21
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*

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 10:58
by Gota
Idont hink it suffers from anything.

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 15:11
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.

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 15:18
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.

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 15:53
by FLOZi
Very pretty. Any chance of a tutorial on using WICed for Spring maps?

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 15:56
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.

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 17:48
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

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 18:17
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 :|

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 18:21
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

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 21:31
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

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 21:38
by smoth
if only forb still made maps...

Re: New map - Scorpio Battleground

Posted: 12 Jun 2008, 23:51
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.

Re: New map - Scorpio Battleground

Posted: 13 Jun 2008, 03:28
by Warlord Zsinj
Yeah, most of forb's maps are good examples.

Re: New map - Scorpio Battleground

Posted: 13 Jun 2008, 14:10
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: