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----UPDATED: Brazillian Battlefield

Posted: 06 Sep 2005, 03:13
by GrOuNd_ZeRo
This map is made in Terragen and featured landscape similar to South America, it's foggy, cloudy, low winds and not too many trees, but many hills.

Here are some screenshots for your viewing pleasure.

minimap
Image

Rocky Hills and Grass
Image

Arm Commander and some trees
Image

http://www.fileuniverse.com/?p=showitem&ID=1468

New version available here.

Please note, there are alot more trees now :)

Posted: 06 Sep 2005, 07:54
by Warlord Zsinj
The terrain looks nice, and so does the heightmap; but it just looks a bit bland. There needs to be more interest on the map, such as variations in the ground and texture.

When features are working (not far off) it would be great to get some creeper or fern features to make it seem like a jungle :)

Posted: 06 Sep 2005, 08:55
by Doomweaver
Looks good, but could do with some grass.

Posted: 06 Sep 2005, 09:10
by GrOuNd_ZeRo
heh, I tried to add grass, but with no luck...I added specks of green channel 128 and nothing happens...

Posted: 06 Sep 2005, 16:20
by Durandal
Erh ... that looks a LOT like mars. Only a lot better. Good work !

Posted: 06 Sep 2005, 16:40
by zwzsg
Nice map. I don't have anything to criticize there.

Posted: 06 Sep 2005, 17:32
by IMSabbel
GrOuNd_ZeRo wrote:heh, I tried to add grass, but with no luck...I added specks of green channel 128 and nothing happens...
Doesnt that require a new TA version to work? ( i thought there was something to that effect in the cvs)

Posted: 06 Sep 2005, 17:55
by GrOuNd_ZeRo
wow, Zw didn't have any criticism? -feels special-

well, as you might now I rarely make maps, so I don't know much about it, I guess i'll have too much grass if I compiled it in the older mapconv.

Posted: 06 Sep 2005, 18:05
by Torrasque
It's a good map.
I've only one question : why is the extractor radius so big?

Posted: 06 Sep 2005, 19:21
by NOiZE
nice map, but indeed the extrator radious is too big

Posted: 07 Sep 2005, 01:30
by GrOuNd_ZeRo
I agree, did anyone have a problem with starting positions?

Posted: 07 Sep 2005, 12:37
by NOiZE
i clicked on the minimap inside the lobby and could only see 2 start posistions

Posted: 07 Sep 2005, 17:51
by GrOuNd_ZeRo
Well, I fixed that now, so the fixed and random start positions aren't so odd, I also reduced the extraction radius.

If any of ya tell me how to place grass, I will do that too, I use mMapConv, otherwise, i'll just leave the grass out for now.

Posted: 07 Sep 2005, 18:57
by SinbadEV
Yeah... mother really needs to get himself a wiki page for his map conv program and document it... and then add links to it from other pages... and links to the FU page it's hosted at... and update the desription on FU... and stuff...

Posted: 09 Sep 2005, 17:04
by colorblind
Uhm, the start positions are really rubbish. There are only start positions for team 1 and 6, so if you're with 2 players one gets placed at the edge of the map.

Posted: 09 Sep 2005, 17:18
by GrOuNd_ZeRo
hehe, check the title of the thread, I updated the file :)

Posted: 09 Sep 2005, 17:33
by NOiZE
would be nice if u updated the screens also then..

and u named the smf the same name..

Posted: 09 Sep 2005, 17:36
by colorblind
GrOuNd_ZeRo wrote:hehe, check the title of the thread, I updated the file :)
Sorry, my bad. But the old one is still in the FU list.

Posted: 09 Sep 2005, 23:07
by GrOuNd_ZeRo
Well, I requested it deleted...lol oh well