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New map - Haunted Downs V4

Posted: 04 Aug 2008, 00:32
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

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Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 07:11
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.

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 08:12
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...

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 08:16
by SirArtturi
Forboding Angel wrote:lowpass... Use it.
Why ? I see no need...

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 14:13
by Elkvis
I really like the low, close rolling hills on the edges, it would lead to some interesting k-bot skirmishes

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 17:36
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.

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 18:30
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.

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 19:11
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.

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 20:44
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

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 22:00
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 :(

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 22:42
by Hoi
giev....usss.....a......screenshot.......

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 23:17
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...

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 23:20
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

Re: New map - Haunted Downs V2

Posted: 04 Aug 2008, 23:48
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.

Re: New map - Haunted Downs V4

Posted: 09 Aug 2008, 04:26
by Elkvis
For all Hoi's annoying faults; he is not the gaping arsehole of these forums.

Goatse = red herring.

Re: New map - Haunted Downs V4

Posted: 10 Aug 2008, 12:03
by Forboding Angel
"Distended Rectum" Is much more PC :-)

Edit: Name that movie...

"Rectum! Damn near killed him!"

Re: New map - Haunted Downs V4

Posted: 10 Aug 2008, 13:32
by Hoi
I was just testing this, and was scared to death! it's really haunted! look!

Image

!!!

Re: New map - Haunted Downs V4

Posted: 10 Aug 2008, 15:30
by Jazcash
ZOMG COOKIE MONSTER BBQ ROFLCOPTERS

Re: New map - Haunted Downs V4

Posted: 10 Aug 2008, 18:23
by Hoi
Image
:wink:

Re: New map - Haunted Downs V4

Posted: 10 Aug 2008, 19:44
by Jazcash
+1