.:MAP:. Drab
Moderator: Moderators
.:MAP:. Drab
Size: 8 x 6
Metal: Moderate-High
Style: L3DT Procedural
File Size: ~3 MB
A small map, initially conceived as a test of custom climate generation in L3DT. Intended for one on one play in the TA modification family (AA, BA, CA, HA, MA, SA, XTA), one on one play in Fang's Expand & Exterminate and team games in War Evolution.
Download; http://spring.jobjol.nl/show_file.php?id=1433
Metal: Moderate-High
Style: L3DT Procedural
File Size: ~3 MB
A small map, initially conceived as a test of custom climate generation in L3DT. Intended for one on one play in the TA modification family (AA, BA, CA, HA, MA, SA, XTA), one on one play in Fang's Expand & Exterminate and team games in War Evolution.
Download; http://spring.jobjol.nl/show_file.php?id=1433
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: .:MAP:. Drab
Im assuming that the letters in on the 'metal' patches are an indication of mex output. if so, id also like to see this map done for 2v2 (2v2 on red comet is fun as all hell) with another 'A' ranked spot in the other 2 corners...
otherwise! looks fantastic :D
otherwise! looks fantastic :D
Re: .:MAP:. Drab
Thank you, PressureLine. I may revisit it and create a larger version with more players supported soon, though this was a rushed map (While in progress, I named files by timestamp. From beginning to end, including material and climate generation, this took less than an hour.) and I am uncomfortable with some of the resultant quirks.
I particularly do not like how the textures failed to spatter into one another. They simply hit a limit and switch over, which wasn't my intention. I didn't have access to the internet and thus the explanations of the climate/material tools and variables, but I thought my logical model of how it functioned was a little more accurate than that.
I particularly do not like how the textures failed to spatter into one another. They simply hit a limit and switch over, which wasn't my intention. I didn't have access to the internet and thus the explanations of the climate/material tools and variables, but I thought my logical model of how it functioned was a little more accurate than that.

- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: .:MAP:. Drab
i noticed the somewhat un-natural way the textures transition, but time and more tweaking with l3dt will fix that i think.
as to the 2v2 comment, it doesnt have to be bigger. just one more A and one more B on each side would do it (i also noticed that the B spot on the left is closer to the default start pos than on the right) i much prefer a fastpaced game, playing 2v2 on an 8x8 (or 8x6 in this case) leads to fastpaced, exciting games. although the river down the middle does lead to natural porc-sites.
on to the river! its a bit too deep (or too shallow) arm uwmexes (BA) stick up out of the water (core ones do too, but not the visible model) and there are only a few crossing points, and these are very narrow.
suggestion 1! make the river deeper, but add some 'shallows' crossing points, and make them reasonably clearly defined. perhaps at each of the north/south islands, and 2 or 3 in a more central position.
suggestion 2! make the river all-shallows, and move the mex spots out of the water.
each of these suggestions has its merits and disadvantages, i'll leave it up to you to make the call on that
as to the 2v2 comment, it doesnt have to be bigger. just one more A and one more B on each side would do it (i also noticed that the B spot on the left is closer to the default start pos than on the right) i much prefer a fastpaced game, playing 2v2 on an 8x8 (or 8x6 in this case) leads to fastpaced, exciting games. although the river down the middle does lead to natural porc-sites.
on to the river! its a bit too deep (or too shallow) arm uwmexes (BA) stick up out of the water (core ones do too, but not the visible model) and there are only a few crossing points, and these are very narrow.
suggestion 1! make the river deeper, but add some 'shallows' crossing points, and make them reasonably clearly defined. perhaps at each of the north/south islands, and 2 or 3 in a more central position.
suggestion 2! make the river all-shallows, and move the mex spots out of the water.
each of these suggestions has its merits and disadvantages, i'll leave it up to you to make the call on that

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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: .:MAP:. Drab
Extra points if you release a map with the same concept, but using aurebesh 

Re: .:MAP:. Drab
Well, I decided before you two posted to give it another go since my next map was conceptually stuck - I'm having issues making mountains that look like what I want. However, I simply modified the original, turning it into an 8x8 map. No, I didn't just scroll part of the map in a duplicate, but I was sore tempted. Sadly, GIMP locked up while I was attempting to blur the new sectors, and I lost the whole bloody thing.
This is my fifty-seventh map, even if very few have been released. I only recently decided that L3DT could replace me as a texturer, but it had difficulties texturing such a small map, citing that the individual textures I had generated and modified couldn't be rendered small enough for use. My solution to this had the side-effect of not splatting, but I figured, hey, this map is supposed to be ugly, run with it.
Zsinj, if you can provide me with the font in a usable form and Star Wars features I will make more than just one map for you lads. I support IW and only wish I had the time to do more than maps and voices. Which yes, more voices are coming.
All of my maps have to be generated in one or two hours sprints, when I have the time.
This is my fifty-seventh map, even if very few have been released. I only recently decided that L3DT could replace me as a texturer, but it had difficulties texturing such a small map, citing that the individual textures I had generated and modified couldn't be rendered small enough for use. My solution to this had the side-effect of not splatting, but I figured, hey, this map is supposed to be ugly, run with it.
Zsinj, if you can provide me with the font in a usable form and Star Wars features I will make more than just one map for you lads. I support IW and only wish I had the time to do more than maps and voices. Which yes, more voices are coming.
All of my maps have to be generated in one or two hours sprints, when I have the time.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: .:MAP:. Drab
oops. looks like EE 0.45 units can only traverse the water in one place (on the north island)
will require a re-release to be playable (which is sad, because otherwise it appears to play quite well)
i like the idea of differently graded metal spots, i havent seen it used much elsewhere
still gets a thumbs up tho (once you fix the river)
will require a re-release to be playable (which is sad, because otherwise it appears to play quite well)
i like the idea of differently graded metal spots, i havent seen it used much elsewhere

still gets a thumbs up tho (once you fix the river)
Re: .:MAP:. Drab
I hate re-releases of maps. Do it right the first time! That said, in an hour anybody can overlook something. Grrrr.
Yeah, I'll probably fix that by raising some areas of the silt. Might raise the areas where the mexes are as well.
Yeah, I'll probably fix that by raising some areas of the silt. Might raise the areas where the mexes are as well.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: .:MAP:. Drab
imo, go for the #1 suggestion, make the river a lot deeper, and provide 4-5 crossing points. But, like i said, its completely up to you neddie 

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: .:MAP:. Drab
neddiedrow wrote: I particularly do not like how the textures failed to spatter into one another. They simply hit a limit and switch over, which wasn't my intention. I didn't have access to the internet and thus the explanations of the climate/material tools and variables, but I thought my logical model of how it functioned was a little more accurate than that.
It's based upon coeffecients and baseprobs. Think of it as a gradient. When the slope reaches a certain steepness it starts to transition. You hvae your gradient set super strict, which is why you are getting the jarring transition from one texture to another.
Do this. Go into the material editor, copy my greenworld materials and name them something different. Then just go in and change the textures it's told to use. Go to climate editor, make new (or copy greenworld and rename it), and just point it towards to right materials.

Re: .:MAP:. Drab
They aren't strictly defined at all, I do have upper and lower bounds for each level, but I also have huge allowances for ramp. All told the coefficients for Gradient, Water, Curvature, Base add up between 85 and 115 for each material in the climate, and the materials themselves are multilayered.
Re: .:MAP:. Drab
Hi Neddiedrow,
You should use the texture anti-aliasing settings to get smoother transitions between the textures of different land types.
For any land type for which you want smoother edge transitions, go to the 'appearance' tab in the land type editor, and set the 'blend radius' value to a larger number (4 or 8 should be plenty), OR set it to -1, in which case it will use the maximum anti-aliasing radius that you set in the 'texture settings' wizard*.
Anyway, after you've set the texture blending radius for the land types, re-generate the texture. In the 'texture settings' wizard, set the 'max. anti-aliasing' value to something like 4 or 8. Please note that texture anti-aliasing is computationally expensive, so it should be used with some restraint.
You can also use the Perlin noise settings for each land type to introduce a small degree of fraying at the edges between two land types. The noise settings are described on this climate documentation page.
Please let me know if any of this doesn't make sense or doesn't work for you.
Best regards,
Aaron.
* You may notice that all the grass and sand land types in L3DT's climates use a 'blend radius' of -1, which means that the transitions between their textures will be as smooth as the anti-aliasing setting in the texture wizard will allow.
You should use the texture anti-aliasing settings to get smoother transitions between the textures of different land types.
For any land type for which you want smoother edge transitions, go to the 'appearance' tab in the land type editor, and set the 'blend radius' value to a larger number (4 or 8 should be plenty), OR set it to -1, in which case it will use the maximum anti-aliasing radius that you set in the 'texture settings' wizard*.
Anyway, after you've set the texture blending radius for the land types, re-generate the texture. In the 'texture settings' wizard, set the 'max. anti-aliasing' value to something like 4 or 8. Please note that texture anti-aliasing is computationally expensive, so it should be used with some restraint.
You can also use the Perlin noise settings for each land type to introduce a small degree of fraying at the edges between two land types. The noise settings are described on this climate documentation page.
Please let me know if any of this doesn't make sense or doesn't work for you.
Best regards,
Aaron.
* You may notice that all the grass and sand land types in L3DT's climates use a 'blend radius' of -1, which means that the transitions between their textures will be as smooth as the anti-aliasing setting in the texture wizard will allow.