New Map - Titan

New Map - Titan

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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

New Map - Titan

Post by SirArtturi »

This is my new map called Titan.

The landscape is imaginary located in moon Titan. Map size is 18 x 12 and It's up to 12 players.
Heightmap is 16bit and texture is made with Bryce.

Thanks to my mate beherith who helped me with many crazy problems during the map make!

For instance the crash caused by waterdamage. (Air that goes over the map edges causes crash when theres waterdamage...)

To Do List:
for next version:
- Id like to have somekinda LUA's for those craters. Somekinda smoke or bubbles that would make it look like more acidic

- Need some kind of solution to passability to those craters. Atm theres no waterdamage so you can basically do ships there. Maybe typemap ?

- Voidwater is not working for me... The skybox still appears on "water plane"

- Maybe new detail textures ?

Screens:
Image

Image

Image

Image

Download it from here:
http://spring.jobjol.nl/1132

And enjoy! :>
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New Map - Titan

Post by Gota »

Wow veryvery nice.
Hey think you can make your next map for a 1v1/2v2 setup?
Like less porcy and more chaticly places metal spots..not like eh when u have 3 for each starting point etc..
Map looksgreat though.Ill try it..from the screens it looks kinda porcy.
which is ok but you have tons of porcy maps already ..:)( porcy in the sense that there isnt enough eta in the middle compared to the starting points).
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: New Map - Titan

Post by Pressure Line »

Gota wrote:Wow veryvery nice.
Hey think you can make your next map for a 1v1/2v2 setup?
Like less porcy and more chaticly places metal spots..not like eh when u have 3 for each starting point etc..
Map looksgreat though.Ill try it..from the screens it looks kinda porcy.
which is ok but you have tons of porcy maps already ..:)( porcy in the sense that there isnt enough eta in the middle compared to the starting points).
We know you can write proper english yan, so DO IT.

I think it looks great, and should play great :)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map - Titan

Post by Beherith »

Massively great layout and texture, and from what Ive seen, it has great gameplay.
First class map!

On the lua thing, any help/input would be greatly appreciated in adding lua scripts to maps.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: New Map - Titan

Post by LordMatt »

The map looks really nice. Perhaps the next map you make with that texture can be smaller for 1v1s or 2v2s.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New Map - Titan

Post by Warlord Zsinj »

I think this map is cool, but I do have a couple of nitpicks:

- The skybox is kind of odd, you've sort of got a cool dawn on one side, and a nice space scene on the other side, like yuo're trying to fit too ideas in the one skybox. I guess it could work if you deadened the stars a lot, but they are so strong (given that the sun is in the sky) that it seems unrealistic to have two completely different skyboxes sort of 'divided down the middle' as it were.

- The texture here is gorgeous, and the heightmap,at first view, is quite good, with lots of interesting topographical variation. But on close inspection there seems to be a lot of noise on your heightmap. Is there any reason for this? You've got these nice sedimentary lines, sort of similar to the way they work in Desert triad. However, while the terrain does follow roughly the height changes made by these lines, on close inspection the actual form of the terrain doesn't really follow these sedimentary lines at all. While theoretically this could be argued as being more realistic (the ground being rough), I'd say in Spring it just reads as an error in the heightmap. If you look at how maps with clear sedimentary layers drawn have been done, such as those by IceXuick (who regularly uses the device), things like Desert Triad and Centerrock really show how sedimentary lines can be handled in a smooth way to achieve a really nice effect.
When I look up close at your map (as I want too, it's got great potential for up-close screenshots), the surface of the map feels 'dirty' (not in a good earthen way :P), or, for want of a better word 'pixelated'. When you look at the hills contrasted against the sky, you can clearly make out the polygonal nature of the surface as the map is trying to render the very noisy heightmap.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New Map - Titan

Post by Gota »

Played 2 games of sa on it.
The top middle hill and the buttom middle hill make for some fun play..really fun.If your gonna release a second version i suggest:
1)add more metal spots in the middle(if you still have the texture map at its untouched version)and remove some of the metal spots at the starting points,not many just a few to make metal spots look more random not like they have bean neatly placed by a mapper ^^.
Anyway the map is awsome.Imo your best one yet in all aspects.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New Map - Titan

Post by Gota »

I wonder when will mappers be bale to make the a maps surface reflective.
That will allow mappers to make beautiful crystal and ice maps.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - Titan

Post by SirArtturi »

Warlord Zsinj wrote: You've got these nice sedimentary lines, sort of similar to the way they work in Desert triad. However, while the terrain does follow roughly the height changes made by these lines, on close inspection the actual form of the terrain doesn't really follow these sedimentary lines at all.
This is completely my fault because i messed up some meazures during photoshopping and the texture didn't allign perfectly with heightmap. This could be fixed but would pay some time and i have to consider if it really needs fixing...

noize on heightmap can be fixed too I think. I didnt like the bumpy heights either when i noticed it...
Gota wrote:Played 2 games of sa on it.
1)add more metal spots in the middle(if you still have the texture map at its untouched version)and remove some of the metal spots at the starting points,not many just a few to make metal spots look more random not like they have bean neatly placed by a mapper ^^.
Anyway the map is awsome.Imo your best one yet in all aspects.
I can't find anymore proper places to place metal spots in middle and I think that start position metal spots have been placed with high consideration for map to be playes up to 12 players...

Well I could think about it if you would point out me better where to place these metal spots...
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: New Map - Titan

Post by NOiZE »

Looks great!
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New Map - Titan

Post by Warlord Zsinj »

I think given the effort that you've put into this map that it would be worth fixing it up. It's got the potential to be an awesome map, but with the errors I mentioned it is currently a little rough. The sooner you do it the better, because you'll catch it before it's spread through the community.
Raxxman
Posts: 40
Joined: 05 May 2008, 15:33

Re: New Map - Titan

Post by Raxxman »

just wanted to add I love how this map plays. Really good fun.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - Titan

Post by SirArtturi »

New version released !
Titan-v2
http://spring.jobjol.nl/1192

*Changelog*

-Fixed noisy heightmap
-Fixed texture. Now should be more alligned with
heightmap
-Replaced metal spots
-Added Voidwater=1

Still To Do ?

Lups for craters... Bubbles or green smoke...
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: New Map - Titan

Post by rattle »

Looks like painted desert which I happen to like.
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