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New Map - Riverbed

Posted: 31 Aug 2008, 05:57
by tinnut
New map, Riverbed - http://jobjol.nl/1432

Such a nice inventive name :)

The map is played left v right and I think it's 16x16. I actually made it about 7 months ago but never got around to uploading it anywhere..

The water you can see if quite shallow so most vehicles can just cross it so it's not a hovercraft map.

It's almost certainly a bit porcy - I might see how I can fix that in the future after playing it a bit.

Pics:
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EDIT: I used The GIMP to edit the heightmap and Povray to generate the texture.

Re: New Map - Riverbed

Posted: 31 Aug 2008, 11:58
by SirArtturi
Seems that povray is capable making quite good textures. Pity that haven't learned it yet...

Map looks good in a way it feels "muddy".. Maybe you could try to change the water color into brown or green so that it would look even more "muddier" ?

I think you can get rid of the porcy aspect by lowering the map elevation or making the slopes more wider for units to climb...

Re: New Map - Riverbed

Posted: 31 Aug 2008, 12:40
by hunterw
It looks really really cool. Povray did a good job.

I agree, make the water brown.

Map is unavoidably going to be ultraporcy unless u do somethin extreme like close to no metal up on the side ridges

Re: New Map - Riverbed

Posted: 31 Aug 2008, 14:03
by Beherith
I like it, its very pretty.

Here are some things your should take into consideration though:
-The muddy banks look awesome, but why do they have tiny craters?
-Browner water would look great
-Make some 4 slopes from the ledges, 1 for each player to remove some porciness.

How long did it take to render? And to set up the texture?

Re: New Map - Riverbed

Posted: 31 Aug 2008, 14:15
by imbaczek
play top vs bottom perhaps?

Re: New Map - Riverbed

Posted: 01 Sep 2008, 01:58
by Saktoth
This map is a pain.

The hills are not kbot-passable, so defenses up there are very hard to dislodge once they're up. Air is particularly good at rushing defenses out to the hills (though at least CA has robust AT, which helps a little). The fact you cant put defences in the water makes these hills even stronger as chokepoints.

The water makes some units like flash etc totally invisible or unable to fire kinda randomly, and at varying different depths. It also slows stuff down but i assume thats intentional.

The muddy area could do with a little more metal but thats a minor gripe.

Re: New Map - Riverbed

Posted: 01 Sep 2008, 04:37
by REVENGE
I like the texture, it's a perfect extension of the OTA greenworlds theme.

Re: New Map - Riverbed

Posted: 01 Sep 2008, 05:05
by tinnut
Thanks for the feedback guys. :-)

I'll try halving the height of the terrain to see if that makes it more accessible to kbots and reduce some of the porcyness as well as put in more ramps. I'm also going to reduce the width of the raised left and right banks and cut down their metal amounts for the same reason.

If this doesn't work, I might have to leave it as a lesson learnt. :wink:

As for Povray, if anyone is interested I wrote up a wiki tutorial for generating textures some time ago here: http://spring.clan-sy.com/wiki/Create_m ... ith_povray

The example I give in the wiki looks quite dull due to the base textures I used, not because of any failing of povray. Using better textures gives a better map (of course).

It takes me about 20 minutes to render the texture on a 2GHz dual core laptop. This is using the last stable Povray release which is limited to single processor - they have a beta which uses multiple cpus and which may run much faster.

Re: New Map - Riverbed

Posted: 01 Sep 2008, 07:23
by REVENGE
tinnut wrote:Thanks for the feedback guys. :-)

I'll try halving the height of the terrain to see if that makes it more accessible to kbots and reduce some of the porcyness as well as put in more ramps. I'm also going to reduce the width of the raised left and right banks and cut down their metal amounts for the same reason.

If this doesn't work, I might have to leave it as a lesson learnt. :wink:

As for Povray, if anyone is interested I wrote up a wiki tutorial for generating textures some time ago here: http://spring.clan-sy.com/wiki/Create_m ... ith_povray

The example I give in the wiki looks quite dull due to the base textures I used, not because of any failing of povray. Using better textures gives a better map (of course).

It takes me about 20 minutes to render the texture on a 2GHz dual core laptop. This is using the last stable Povray release which is limited to single processor - they have a beta which uses multiple cpus and which may run much faster.
Hmm. Very interesting, seems like a great way to generate textures. Albeit, it's not as polished as WiC editor, but for maps larger than 16 x 16 I could see this being of great use!