.:Sheva:. new map V2

.:Sheva:. new map V2

All map release threads should be posted here

Moderator: Moderators

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

.:Sheva:. new map V2

Post by Gota »

7 way FFA for CarRepairer.

V2

http://spring.jobjol.nl/show_file.php?id=2076

Image

Image

Image
Last edited by Gota on 25 May 2009, 05:39, edited 4 times in total.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: .:Sheva:. new map

Post by Jazcash »

Looks nice, a lot better than your other map :P Water looks inviting, I hope it plays as well as it looks, good stuff :)
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Sheva:. new map

Post by Gota »

RoughShores was meant to be bleak.
It's an arctic theme...Imagine this water there..Would not fit in.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: .:Sheva:. new map

Post by hunterw »

cool, a good waterabsorb setting
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: .:Sheva:. new map

Post by smoth »

much better yan!
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: .:Sheva:. new map

Post by Hoi »

Looks good, and looks like it could also work on 1v1!
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: .:Sheva:. new map

Post by Jazcash »

Hoi wrote:Looks good, and looks like it could also work on 1v1!
Or from bottom left to top right, 2 v 2 would be awesome too :P
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: .:Sheva:. new map

Post by KaiserJ »

nononono this wont do at all, why arent you guys trolling himmmmmmmm

:) it looks good senor! what sort of texture is that?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: .:Sheva:. new map

Post by BaNa »

Your best looking and best designed map to date basic. looks nice.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: .:Sheva:. new map

Post by Beherith »

Agree with all the above, even a 2v2 looks very possible.
But here are some more things:
Please use the stickied no scanlines fix for compiling, as scanlines are very noticable on this one.
If your using wiced to texture this (it looks a bit like you did), you might wanna turn lightbake on in render settings. This will make it much prettier
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: .:Sheva:. new map

Post by 1v0ry_k1ng »

good work bro
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Sheva:. new map

Post by Gota »

Yeah,i'll rerelease without scanlines.
Last edited by Gota on 24 May 2009, 16:08, edited 1 time in total.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Sheva:. new map

Post by Gota »

I think bump mapping in gimp would have the same effect of baking it?
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: .:Sheva:. new map

Post by Hoi »

Uhm...

Try it?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Sheva:. new map

Post by Gota »

I dont use wiced and i dont have it..so i cant compare...
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: .:Sheva:. new map

Post by JohannesH »

The thing I don't like is the tiny islands in the middle lakes, they seem just redundant clutter. But that's minor, overall it looks like a good map.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Sheva:. new map V2

Post by Gota »

V2

scanlines fixed,added a bit of bumpmapping.
removed special speeds for kbots and vehicles.

http://spring.jobjol.nl/show_file.php?id=2076

Image

Image

Image
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: .:Sheva:. new map V2

Post by SirArtturi »

I like it.
However I'd see it cool with impassable mountains in place of the lakes instead.
daan 79

Re: .:Sheva:. new map V2

Post by daan 79 »

Is ther comming a dry version. Great stuff!
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: .:Sheva:. new map V2

Post by Pxtl »

SirArtturi wrote:I like it.
However I'd see it cool with impassable mountains in place of the lakes instead.
Impassable mountains are a pain. How do you do them?

Speedmetal Jaggies? Those are fugly. A high plateau? then the first guy who can transport constructors up top will rain artillery down on everybody else. Rolling hills? Kbots go through it. Straight up huge mountains that are all slope with no flat spot except at a teeny-tiny peak? I have no idea how well Spring can handle a mountain that big.
Post Reply

Return to “Map Releases”