New map - Haunted Downs V4

New map - Haunted Downs V4

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Sabutai
Posts: 413
Joined: 18 Dec 2005, 05:55

New map - Haunted Downs V4

Post by Sabutai »

A hilly map with loads of room for vehicle action in the middle. Most hills cant be climed by vehicles. Best played 5v5. Its a crossover between "Crossing 4 final" and DSD.

Updated texture and metalspots:
http://spring.jobjol.nl/show_file.php?id=1292

Image

Image

Image
Last edited by Sabutai on 05 Aug 2008, 14:43, edited 3 times in total.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: New map - Haunted Downs V2

Post by Forboding Angel »

lowpass... Use it.

The texture is so generic that it hurts. Grass and trees would do wonders for covering up the lack of texture, but you've negledted to do even that.

THe bumpiness is somewhat interesting, but it makes the pathfinder go nuts.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: New map - Haunted Downs V2

Post by Argh »

I'd give a critique, but I'm very tired. Suffice it to say that I think that you'll improve, but this is not a great map. More critique if you'd like it, after I've actually gotten some rest...
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New map - Haunted Downs V2

Post by SirArtturi »

Forboding Angel wrote:lowpass... Use it.
Why ? I see no need...
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Elkvis
Posts: 222
Joined: 03 Nov 2006, 05:18

Re: New map - Haunted Downs V2

Post by Elkvis »

I really like the low, close rolling hills on the edges, it would lead to some interesting k-bot skirmishes
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Sabutai
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Re: New map - Haunted Downs V2

Post by Sabutai »

Thx for the input :)
Forboding Angel wrote:lowpass... Use it.

The texture is so generic that it hurts. Grass and trees would do wonders for covering up the lack of texture, but you've negledted to do even that.

THe bumpiness is somewhat interesting, but it makes the pathfinder go nuts.
Ok ill compile with lowpass. Dont really know what it will do to the map.

My texturelayers were at 12% visibility in photoshop and cant be seen in Spring at all! Changed that to 50%... But whatever I do I cant add neither trees nor grass. My Mapconv seems to dislike BMPs and randomly misses out other maps. Size of the Featuremap is 1/8+1 pixel of the Texturemap isnt it? And grass should be a blueshade without any other colour tones?

The bumpiness is due to my PS brush with added randomnes...
Elkvis wrote:I really like the low, close rolling hills on the edges, it would lead to some interesting k-bot skirmishes
Yes thats what I intended but you can porc there quite efficiently aswell. The middle is not so easy to defend.
Additionally the mexspots have been improved. Update this evening.
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Argh
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Re: New map - Haunted Downs V2

Post by Argh »

Size of the Featuremap is 1/8+1 pixel of the Texturemap isnt it?
No, it's 1/8, exactly. Not +1. It's the exception, the other two are +1
My texturelayers were at 12% visibility in photoshop and cant be seen in Spring at all!
That makes no sense whatsoever. Check the output file, make sure it matches what you see in the PSD exactly.

Moreover, you should merge all layers at the end, for a faster export from Photoshop, and to ensure complete accuracy. Just make sure to revert it afterwards, so that you can edit it some more.
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Forboding Angel
Evolution RTS Developer
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Re: New map - Haunted Downs V2

Post by Forboding Angel »

SirArtturi wrote:
Forboding Angel wrote:lowpass... Use it.
Why ? I see no need...
8bit heightmap... PS brush tool == terracing, badly. THe lack of true texture makes it glaringly apparent.
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Sabutai
Posts: 413
Joined: 18 Dec 2005, 05:55

Re: New map - Haunted Downs V2

Post by Sabutai »

My bad, the actual mapsizes are:
Texture - 10240x5120
Height - 1281x641
Metal - 1281x641
Features - 1280x640 It might have to do with the BMP file that my Mapconv dislikes... I want grass!
Forboding Angel wrote:
8bit heightmap... PS brush tool == terracing, badly. THe lack of true texture makes it glaringly apparent.
Hmm the terracing is from my photoshoplighting. Contrast was added so you can differentiate the heights more easily... Ill compile it now with lowpass and ill make a version without the PS lighting. Guys I'm looking foward to this :D
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Sabutai
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Joined: 18 Dec 2005, 05:55

Re: New map - Haunted Downs V2

Post by Sabutai »

You were right those terraces suck :) looks way better now and reducing the layers to one has saved me at least 10 minutes ^^
http://spring.jobjol.nl/show_file.php?id=1292

But the grass wont work anyway :(
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Hoi
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Re: New map - Haunted Downs V2

Post by Hoi »

giev....usss.....a......screenshot.......
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Argh
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Re: New map - Haunted Downs V2

Post by Argh »

Yeah, no kidding. Putting them into links was bad enough, but there's no way I want to download a map I can't even see first, lol...
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Hoi
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Re: New map - Haunted Downs V2

Post by Hoi »

yeh, lol what if it would be a gotse map and there was no screen so you download it and open and then think WTF!! :P
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: New map - Haunted Downs V2

Post by Jazcash »

Hoi wrote:yeh, lol what if it would be a gotse map and there was no screen so you download it and open and then think WTF!! :P
Goatse has infected you. Self D now.
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Elkvis
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Joined: 03 Nov 2006, 05:18

Re: New map - Haunted Downs V4

Post by Elkvis »

For all Hoi's annoying faults; he is not the gaping arsehole of these forums.

Goatse = red herring.
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Forboding Angel
Evolution RTS Developer
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Re: New map - Haunted Downs V4

Post by Forboding Angel »

"Distended Rectum" Is much more PC :-)

Edit: Name that movie...

"Rectum! Damn near killed him!"
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Hoi
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Joined: 13 May 2008, 16:51

Re: New map - Haunted Downs V4

Post by Hoi »

I was just testing this, and was scared to death! it's really haunted! look!

Image

!!!
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Jazcash
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Re: New map - Haunted Downs V4

Post by Jazcash »

ZOMG COOKIE MONSTER BBQ ROFLCOPTERS
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Hoi
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Re: New map - Haunted Downs V4

Post by Hoi »

Image
:wink:
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Jazcash
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Re: New map - Haunted Downs V4

Post by Jazcash »

+1
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