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{ UPDATE } [Map released] its call Spring-Islands ...
Posted: 06 Sep 2005, 02:19
by genblood
Here are some screen shots of a water map I'm working on. It's
still work in process. The map size is 20x20 and its a 6 player map.
The textures are made by hrmph.
I'm thinking of adding Geos ... Yes .. No ... ?
[UPDATE] Sept. 7 2005
You can get the map with this link :
http://www.fileuniverse.com/?p=showitem&ID=1461
Here are the screen shots..
This is my first try at a TA Spring water map ...[/url]
Posted: 06 Sep 2005, 04:19
by Kuroneko
those hills are just a tad unrealistic... other than that
OMG A WATER MAP - PWNAGE
:)
Posted: 06 Sep 2005, 04:42
by genblood
Kuroneko,
I know the hills are strange, but you got to remember not
all hills have peaks. Also, you need a place to build too. If
I added slopes to all of the hills. You would only be able to
build in the water.
Also, the map needs to be flexable too. Having some buildings
built on the land is a plus IMO ..
Posted: 06 Sep 2005, 05:49
by Kuroneko
genblood wrote:Kuroneko,
I know the hills are strange, but you got to remember not
all hills have peaks. Also, you need a place to build too. If
I added slopes to all of the hills. You would only be able to
build in the water.
Also, the map needs to be flexable too. Having some buildings
built on the land is a plus IMO ..
I understand why. But still, how often do you see spires in the middle of water? Normally get get eroded down to mostly flat isles. But whatever, it's your map :)
Posted: 06 Sep 2005, 06:16
by genblood
Some of the screen shots don't give a whole picture of the map.
Here are some shots of them. They are mostly small to medium
islands. Here are the screen shots of them:
Most of the peaks are flat and can have someting build on
them. I'll try to make things look better if I decide to release
it.
Posted: 06 Sep 2005, 08:12
by Warlord Zsinj
The reasons the hills don't look good is because they are so artificial. They are geometric, and their steps are entirely unnatural. Basically; hills don't look real.
Posted: 06 Sep 2005, 13:04
by SinbadEV
To directly our:
They are geometric, and their steps are entirely unnatural. Basically; hills don't look real.
Giants Causeway, Northern Ireleand:
http://www.geographia.com/northern-ireland/ukiant01.htm
Second, shut up with the whole "it doesn't look realistic" argument, it's annoying and there are plenty of maps like Azure rampart that are cool without being realistic... people keep seeimg to forget that we are playing a game... this map looks cool, if you are going to critisize it, find a real reason to do so...
Posted: 06 Sep 2005, 14:29
by aGorm
Conceptully, It looks good, however i must agree on the mountains looking far to man made at the moment.
Just a though.... does anyone know what colour the infinit plane that runs under the sea outside the map boundries is? onnly, this map would look much better (actully... any water map would) if the texture was faded out to that colour at the edge, thus removing that horible line you get...
aGorm
Posted: 06 Sep 2005, 15:14
by Warlord Zsinj
Needless hostility aside, sinbad, those geometric patterns are clearly made out of a volcanic rock, whereas genblood has created a natural, dirt texture.
If you intend for your landscapes to look unnatural (or freakishly coincidentally natural), then you have to explain it visually someway; and the only tools you have available to you to do so are textures and features, the latter not being available yet.
To use your example; Azure rampart was explained to be an "ancient fortress"; and its textures help in this explanation. Its layout is intentionally artificial, and hence is entirely believable. It makes no pretense of being natural. This map, from what I can tell, attempts to look natural, which is the feel given by its layout and texture. The aesthetic of the map is interrupted by the clearly artificial shapes of the mountains, which is why they seem out of place.
Posted: 06 Sep 2005, 15:49
by SinbadEV
see, now THAT's cryticism... much better.
Posted: 06 Sep 2005, 16:39
by zwzsg
The texture doesn't have any relation to the heightmap. They are, like, totally independent. Having those black stripes continuing over any slope doesn't look that good. It would probably look much better if those stripes were along contour lines.
Posted: 07 Sep 2005, 11:20
by Warlord Zsinj
Zw, if that was directed at me, technically a heightmap and texture have no relation; but aesthetically they support one another, so that a jagged heightmap won't have a green grass texture, and a gently sloping landscape won't have a metal feature.
Posted: 07 Sep 2005, 14:43
by zwzsg
No, that was directed at genblood. I was lamenting over the lack of relation between heightmap and texture map in his map.
Posted: 07 Sep 2005, 14:44
by genblood
New screen shots with metal textures.... I think the metal
textures look better ..
I plan on releasing it soon .... I hope someone will like it ...

Posted: 07 Sep 2005, 15:02
by aGorm
Dam it, you have so given me an idea....
aGorm
Posted: 07 Sep 2005, 15:28
by genblood
Released the map to FU .... Here is a mini map screen shot.
Here is the link to download the map ...
http://www.fileuniverse.com/?p=showitem&ID=1461
I hope someone like this map .... I figure I'm going to make one
thats going to be a hit sooner or later ...

Posted: 07 Sep 2005, 20:19
by hrmph
First of all, I like this map. It is original in concept. There are a few issues that need addressing: There need to be ramps added to the metal isles. The textures would look much better if you tiled them at their original size (Even their original size is HUGE compared to what the TA Spring engine utilizes). Some (all?) look strange and blurry.
Aside from that, cool map.
Posted: 08 Sep 2005, 00:31
by zwzsg
Still using the Cavedog metal texture, eh?
Posted: 08 Sep 2005, 00:38
by mother
zwzsg wrote:Still using the Cavedog metal texture, eh?
Seriously.
He should switch to using default textures that come with The Gimp... I recommend 'mud'.

Posted: 08 Sep 2005, 01:19
by hrmph
rofl mother!!