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Omega island
Posted: 27 Aug 2005, 08:28
by PauloMorfeo
The "Omega" island map is finished. Here are some screenshots:

It is suposed to be a 1v1 or 2v2 map. It will probably lead to not long games with a wide variety of diferent tactics. Can't talk more now as it is already 7:21 and i'm also running on ... 12 hours since i last had food... (

)
The metal map:

It now has 3 metal patches on water. Still, not plenty as i intend this map to not be all-mighty boats.
The closeness of the two endings:
The water height and shore inclination:
General overview of map and sky:

Posted: 27 Aug 2005, 10:04
by Keiichi
download? ;)
Posted: 27 Aug 2005, 23:03
by PauloMorfeo
Keiichi wrote:download?

Did i mentioned i wasn't thinking very clearly by then? (must start paying more attention...)
Omega Island download!
Posted: 27 Aug 2005, 23:45
by FizWizz
Looks good, but is there any particular reason the metal patches are visible and a seaweed green?
Posted: 28 Aug 2005, 01:46
by SwiftSpear
FizWizz wrote:Looks good, but is there any particular reason the metal patches are visible and a seaweed green?
Agreed, although I like the visible metal, the seaweed green is kindof funny... Make it either aluminium blue or rust red, those are far more common indicators of metal presence in nature.
Posted: 29 Aug 2005, 07:01
by PauloMorfeo
FizWizz wrote:Looks good, but is there any particular reason the metal patches are visible and a seaweed green?
Seaweed green? Well, they look to me like rusted metal mixed with sand or something. (but i also think that the texture on the ground of the water looks like coral but no one else seems to think that,

)
The metal patches are visible mainly because of gameplay issues. I like to have them visible to know how to build my other stuff related to future mexxes.
Posted: 29 Aug 2005, 11:05
by IMSabbel
Is your display color corrected?
On a sRGB tuned eizo display, those metal patches have the healthy yellow-green of snot :D
...
Which reminds me: can metal patches be also reflective with the new version? Or is the support of alpha channel for reflectivity unit-only?
Posted: 29 Aug 2005, 22:49
by SwiftSpear
I'd bet it's unit only, as our texture maps don't have any reflectivity settings we can play with... I have no idea if it's possible with typemaps, but typemaps are so glitchy right now in thier 1/8th resolution...