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Brazillian Battlefield Remake
Posted: 20 Jul 2008, 20:16
by Beherith
Hi folks!
Here is the remake of Brazillian Battlefield. Texture was made with WICed, and preshaded with normal mapping to achieve the effect that smf maps cant reproduce.
Metal layout, feature positions and heightmap is still the original (well as close as I could get)
Trees are from aGorms Aftershock V3, with their texture adjusted to blend in with the terrain, and some size variation added for that natural look.
Skybox by Smoth.
Enjoy!
http://jobjol.nl/1241
Screenies:

Re: Brazillian Battlefield Remake
Posted: 20 Jul 2008, 20:24
by FLOZi
Ooooooh! BB is an old S44 favourite, new texture looks great.

Re: Brazillian Battlefield Remake
Posted: 20 Jul 2008, 20:45
by AF
I always wished BB was larger, I dont mean enlarging it but rather adding extra terrain around it
Re: Brazillian Battlefield Remake
Posted: 20 Jul 2008, 20:48
by FLOZi
Yeah, a map in a similar style but larger would be interesting. It's quite small for S44 really.
Re: Brazillian Battlefield Remake
Posted: 20 Jul 2008, 21:02
by SirArtturi
C'mon guys. enough for vanity... ;> It's a remake of a classic map and I think that the texture and way it looks is just pure win.
Even though i don't like the metal layout, either the fact that theres no metal patches, I think that map will be more playable because of the beautiful and realistic look :>
Re: Brazillian Battlefield Remake
Posted: 20 Jul 2008, 21:23
by smoth
you did the tag wrong..
Code: Select all
[MAP]{
Description=Battle in a Brazillian canyon - Retextured by [teh]Beherith, trees by aGorm, skybox by Smoth;
TidalStrength=10;
Gravity=125; //in units/sec^2
MaxMetal=0.05; //how much metal a map square with the maximum metal value gives
ExtractorRadius=200; //radius that a single extractor(mine) extracts from
MapHardness=200; //defines how much the terrain changes from explosions etc
DetailTex=zeusDET2.bmp;
Skybox=cloudysunset.dds;
[ATMOSPHERE]
{
FogColor=0.9 0.9 1.0;
FogStart=0.9;
CloudColor=0.9 0.9 0.9;
SkyColor=0.2 0.2 0.3;
SunColor=1.0 1.0 1.0;
CloudDensity=0.75;
MinWind=9;
MaxWind=19;
}
Code: Select all
[MAP]{
Description=Battle in a Brazillian canyon - Retextured by [teh]Beherith, trees by aGorm, skybox by Smoth;
TidalStrength=10;
Gravity=125; //in units/sec^2
MaxMetal=0.05; //how much metal a map square with the maximum metal value gives
ExtractorRadius=200; //radius that a single extractor(mine) extracts from
MapHardness=200; //defines how much the terrain changes from explosions etc
DetailTex=zeusDET2.bmp;
[ATMOSPHERE]
{
Skybox=cloudysunset.dds;
FogColor=0.9 0.9 1.0;
FogStart=0.9;
CloudColor=0.9 0.9 0.9;
SkyColor=0.2 0.2 0.3;
SunColor=1.0 1.0 1.0;
CloudDensity=0.75;
MinWind=9;
MaxWind=19;
}
look under atmosphere section.
Re: Brazillian Battlefield Remake
Posted: 20 Jul 2008, 21:54
by Beherith
gaaaaaah

Re: Brazillian Battlefield Remake
Posted: 20 Jul 2008, 23:41
by Gota
BB but bigger would be fail imo.
BB is small thus its repetetive look of hills cant confuse the player but in a bigger map a player would get lost in the sense that it would take him relativly long to realise where he is on the map..there are maps like that...
So unless Bigger BB has a few very easy to identify terrian features so its easier to orientate it would fail major.
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 07:30
by yuritch
That's what the minimap is for

Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 18:59
by Beherith
Fixed the skybox bug, and one even bigger one. Uploaded v2 to the site, link is still the same.
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 19:04
by Pxtl
The problem with splattered/invisible-metal maps like Brazillian and SmallDivide is that I tend to turn on metal-view and never turn it off on those maps, so you really didn't need to bother with a texturemap.
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 19:06
by Gota
Well i think many do not do that. i know i dont.
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 19:38
by smoth
when you put down a mex it goes into metal view anyway..

Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 19:59
by NOiZE
It looks awesome!
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 20:02
by Pxtl
smoth wrote:when you put down a mex it goes into metal view anyway..

Why thank you Smoth, I was totally unaware of that. So, what does the Shift key do?
/sarcasm
Seriously, the metal distribution is possibly one of the most important pieces of information on the map. It tells you where to place defenses, where to raid, etc. Until every bit of metal is capped, the game is spent hopping from patch to patch. So yeah, if I can't see the metal in normal view, I play with metal view on.
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 20:10
by Machiosabre
metal distribution is important information?!
see what I did there?
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 20:29
by smoth
the reply was to YAN not you pxtl...
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 20:34
by Cabbage
BB is one of my favourite maps, hooray for sexy new remakes!
Re: Brazillian Battlefield Remake
Posted: 21 Jul 2008, 22:10
by Gota
Aye ..whenis small divide coming!!!????
Re: Brazillian Battlefield Remake
Posted: 22 Jul 2008, 00:52
by BaNa
This map is the sexx, great stuff beh!