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Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 12 Apr 2009, 20:27
by kburts
not much to say, it's a kbot map in the early'sh stages of development.

8x8, 1v1, not very much metal, but some in special places!
Image


down-load here

Re: Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 12 Apr 2009, 23:52
by Jazcash
A bit bland to say the least.
Is there water on it? If so, eww. That lower maze thingy in middle, nobody will use it, players will just go around. Unless there's like over 9000 metal in it ofc.

Re: Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 13 Apr 2009, 10:20
by BaNa
Is that the minimap or the heightmap?

use photoshop lasso + blend for slopes, looks much better than gradient

check tex generation tutorials, theres a program called wiced which makes awesome textures for your map

in general, vertical slopes look like shit in spring

also try looking at world machine, it makes sweet heightmaps from your design map.

try to center your map around gameplay, not gimmicks

welcome to spring map making

Re: Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 13 Apr 2009, 19:05
by kburts
yeah, i did a little research, but NONE of those work on ubuntu :(

that is the heightmap (it was made with like a billion motion blurrs, in the GIMP)

the texture is pretty much just desert

Re: Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 13 Apr 2009, 19:32
by BaNa
kburts wrote:ubuntu :(

the texture is pretty much just desert
you should probably be able to do lasso select + gaussian blur in gimp too.

ugh, i dont know about tex making in linux, maybe check if bryce has a linux version? AFAIK its free now.

if you texture by hand, definitely differentiate heights in some way, mabe use portions of the heightmap as a transparency map and blend different textures together with that (needless to say, with smooth transitions and maybe with a bit of noise added to the mask). theres a lot of nice texture repos online, you should be able to find nice rock and sand textures.

As far as the heightmap is concerned, I would advise making the style of the heightmap fit your biome (in this case, desert). the current heightmap would only go as a metal map, or an abstract KP map. It is much to sterile otherwise.

Re: Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 14 Apr 2009, 00:23
by hunterw
kburts, you should use some kind of erosion algorithm to make your heightmap look like realistic terrain

Re: Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 14 Apr 2009, 00:28
by kburts
hunterw wrote:kburts, you should use some kind of erosion algorithm to make your heightmap look like realistic terrain
i think i saw that somewhere in Spring MapEdit... i'll look into it.
thanks

Re: Kburts makes a map - ridges n' passes, a Kbot map!

Posted: 15 Apr 2009, 11:45
by Beherith
Also screenshot of the map would really help in promoting it. It might even make me want to download it.