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Over Crude Water
Posted: 25 Nov 2009, 02:42
by Abaddon
This is my remake of OTA map.
No features, only geothermal vents.
Different from
http://www.springfiles.com/show_file.php?id=485 - better heightmap, better texture, better suits for 8 players.
Used tools:
SpringMapEdit
GIMP
Paint.net (.dds conversion for minimap)
Size: 32x32
Start points: 8
File size: 2.48 Mb
DL link:
http://springfiles.com/2389
P.S.:I tried to make 64x64 version, but it requires really a lot of memory to work with so huge map. Spring engine is unable to load it.




Also, 16x16 version. Not OTA remake, just same style.
Size: 16x16
Start points: 4
File size: 0.9 Mb
DL link:
http://springfiles.com/2390

Re: Over Crude Water
Posted: 25 Nov 2009, 06:07
by Warlord Zsinj
I hope you used zwzsg's core prime industrial area water values and lighting values, he got it spot on with that. The texture was good too.
Re: Over Crude Water
Posted: 25 Nov 2009, 11:26
by manolo_
i liked that porcy map in ota
Re: Over Crude Water
Posted: 25 Nov 2009, 11:32
by Abaddon
Warlord Zsinj wrote:I hope you used zwzsg's core prime industrial area water values and lighting values, he got it spot on with that. The texture was good too.
No, i used my own. Maybe in v2 i'll think how to make it look better.
Re: Over Crude Water
Posted: 25 Nov 2009, 15:06
by Abaddon
Release version done. Height map looks better, OTA textures used, resources balanced.
Re: Over Crude Water
Posted: 25 Nov 2009, 18:22
by SinbadEV
in game pics?
Re: Over Crude Water
Posted: 25 Nov 2009, 21:15
by Abaddon
Few ingame screenshots added.
Re: Over Crude Water
Posted: 25 Nov 2009, 22:46
by Gota
Can you maybe make a smaller version?
Like a 20x20?
Thing is from past experience chances are this map at its current size will not get played at all.
Re: Over Crude Water
Posted: 25 Nov 2009, 23:05
by Abaddon
Bridges 'll be too narrow if i make map smaller. Maybe with changed design... I'll think about it.
This map was for very long games. There was'nt T3 in OTA, and T2 was very limited. With disabled nukes and no air it was like chess :)
Few noobish questions:
ÔÇö How to change water color to classic gray? I tried to change .smd but water remain blue.
ÔÇö How to make texture pack from spring metal maps like speedmetal? Looks like they aren't hand-made.
Re: Over Crude Water
Posted: 26 Nov 2009, 01:54
by zwzsg
Warlord Zsinj wrote:I hope you used zwzsg's core prime industrial area water values and lighting values, he got it spot on with that. The texture was good too.
Abaddon wrote:How to change water color
Code: Select all
[MAP]
{
Description=Abandoned Core Industrial Area;
TidalStrength=24;
Gravity=112; //in units/sec^2
MaxMetal=10; //how much metal a map square with the maximum metal value gives
ExtractorRadius=20; //radius that a single extractor(mine) extracts from
[ATMOSPHERE]
{
FogColor=0.05 0.05 0.01;
FogStart=0.2;
CloudColor=0 0 0;
SkyColor=0.05 0.05 0.01;
SunColor=0 0 0;
CloudDensity=0;
MinWind=0.2;
MaxWind=10;
SkyBox=CorePrime.dds;
}
[WATER]
{
WaterBaseColor=0.3 0.9 0.4; //color at water surface
WaterAbsorb=0.06 0.01 0.02; //how fast different colors are absorbed by the water
WaterMinColor=0.13 0.19 0.01; //the min value the water colors will go down to
}
[LIGHT]
{
SunDir=0 1 2; //direction of sun (spring will normalize it later)(y component is upward)
GroundAmbientColor=0.1 0.1 0.1; //ambient (non sun lit) color of ground (and grass trees etc)
GroundSunColor=0.9 0.9 0.9; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=0.1; //how far from the non shadowed to the ambient color stuff in shadow will go
UnitAmbientColor=0.1 0.1 0.1; //ambient (non sun lit) color of units (and wreckage etc)
UnitSunColor=0.9 0.9 0.9; //color of units where fully sun lit (added to ambient)
UnitShadowDensity=0.8; //how far from the non shadowed to the ambient color stuff in shadow will go
}
I could also lend you the texture and skybox from my
CPIA and
Peripheral Consciousness maps if you wish.
Re: Over Crude Water
Posted: 26 Nov 2009, 10:08
by Forboding Angel
When you get v2 done... Maek poast!
http://www.springinfo.info/wp-login.php
Seriously...
Re: Over Crude Water
Posted: 26 Nov 2009, 16:36
by Abaddon
Updated. Added texturized minimap, skybox by zwzsg.
Also 16x16 version.
Both maps uses OTA texture. Maybe zwzsg's textures 'll be better?
Re: Over Crude Water
Posted: 26 Nov 2009, 16:42
by Gota
Thx for the smaller version.
Re: Over Crude Water
Posted: 26 Nov 2009, 17:00
by Pxtl
I see a lot of Geos. This could be good for KP.
I have to say, I'm kind of laughing at the filesize.
Re: Over Crude Water
Posted: 26 Nov 2009, 17:02
by Abaddon
Pxtl wrote:I have to say, I'm kind of laughing at the filesize.
Too large or too small? :)
Re: Over Crude Water
Posted: 26 Nov 2009, 17:03
by Pxtl
Abaddon wrote:Pxtl wrote:I have to say, I'm kind of laughing at the filesize.
Too large or too small? :)
Too large. All my 5 1/4" floppy disks are double-density - these files would require a 5 1/4"
high density disk. Unacceptable.
Re: Over Crude Water
Posted: 26 Nov 2009, 17:07
by Forboding Angel
http://www.springinfo.info/wp-login.php
Copy and paste, I promise, it's that easy ;p
Re: Over Crude Water
Posted: 26 Nov 2009, 17:12
by Abaddon
Pxtl wrote:Abaddon wrote:Pxtl wrote:I have to say, I'm kind of laughing at the filesize.
Too large or too small? :)
Too large. All my 5 1/4" floppy disks are double-density - these files would require a 5 1/4"
high density disk. Unacceptable.
Split it :)
Ok, ok...
Re: Over Crude Water
Posted: 26 Nov 2009, 18:11
by Forboding Angel
Awesome, thanks! ;P