New 16 player map - Lost v1

New 16 player map - Lost v1

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New 16 player map - Lost v1

Post by Beherith »

Its that time again:
16 players, bit porcy.
Thanks to smoth for mapoptions so now it has snow, fog, wet and day and night.
Heightmap 100% world machine, some of texture as well.


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http://www.springfiles.com/show_file.php?id=2427

edit: ima edit this post to prove a point.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New 16 player map - Lost v1

Post by Jazcash »

Another sexy map. How do the different climates come into play? Are they controlled via map options or what?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: New 16 player map - Lost v1

Post by zwzsg »

JAZCASH wrote:How do the different climates come into play? Are they controlled via map options or what?
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Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: New 16 player map - Lost v1

Post by Auswaschbar »

Map is closed due to lua
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New 16 player map - Lost v1

Post by Forboding Angel »

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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: New 16 player map - Lost v1

Post by very_bad_soldier »

What can I say? Awesome as usual.

I would really like to see how your maps would look like if you could actually use SM3.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New 16 player map - Lost v1

Post by Jazcash »

Just played on this map. It's sexy, but hell is it porcy D: Didn't like how the gameplay turned out tbh :(
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: New 16 player map - Lost v1

Post by JohannesH »

More porcy maps for BA is good, but not with 8 player teams
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: New 16 player map - Lost v1

Post by thesleepless »

hmm i get a continuous lua error when fog is enabled.

[ 4870] LuaRules::RunCallIn: error = 2, DrawScreenEffects, [string "LuaRules/Gadgets/gui_dualfog_gadget.lua"]:500: attempt to compare number with nil
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New 16 player map - Lost v1

Post by Beherith »

sleepless, ill look into it. You on ati or running in dual screen mode or have old gfx card?

VBS: sm3 would result in a very different kind of map. Some of the texture tricks like like heightlines would be very expensive, but others like pre burnt lightmaps would be tons cheaper and more awesome.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: New 16 player map - Lost v1

Post by zwzsg »

thesleepless wrote:hmm i get a continuous lua error when fog is enabled.

[ 4870] LuaRules::RunCallIn: error = 2, DrawScreenEffects, [string "LuaRules/Gadgets/gui_dualfog_gadget.lua"]:500: attempt to compare number with nil
Smoth's fog does that. Switch off the fog.
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: New 16 player map - Lost v1

Post by thesleepless »

Beherith wrote:sleepless, ill look into it. You on ati or running in dual screen mode or have old gfx card?
nope, newish nvidia GeForce 9800 GT linux 64bit single screen
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New 16 player map - Lost v1

Post by Gota »

Nice map.
Being able to change its environment makes it several times better.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New 16 player map - Lost v1

Post by Forboding Angel »

Forboding Angel wrote:Maek paost: http://www.springinfo.info/wp-login.php
*Ahem* :-)
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New 16 player map - Lost v1

Post by hunterw »

Beherith wrote: 16 players, bit porcy.
Has all the makings to become uberpopular 8)

I'm gonna have to get the wet version and take a screeny with my waterabsorb settings. Good waterabsorb really shows off all the height variation that's going on under there.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New 16 player map - Lost v1

Post by hunterw »

welp i couldn't figure out the water settings / lightabsorb, tried

WaterSurfaceColor={0.7,0.64,0.86};
WaterPlaneColor={0.016,0.128,0.128};
WaterBaseColor={0.8,0.95,0.95};
WaterAbsorb={0.04,0.02,0.015};
WaterMinColor={0.05,0.1,0.1};
WaterSurfaceAlpha=0.1;
WaterPerlinAmplitude=0.8;
WaterPerlinLacunarity=0.3;

but for whatever reason it just turns up pure black under the water plane.

i DID fix the porciness though!

Image

idea: whenever invert heightmap is selected, the sundirection should have its x and y coordinates flipped negative of what they are
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New 16 player map - Lost v1

Post by Beherith »

hunterw: Im still not 100% on how this mapoptions works, but i will try that and ill tweak the water a bit too. Good idea about the waterabsorb

Forb: since I can no longer enable news bar on tasclient, i find it moot :(

Sleepless: Enable luashaders support in springsettings, and in the meantime i will fix the gadget.

There is one misplaced metal patch as well, i need to fix that on the texture.

Maybe even decrease the blueness of the snowy environments as well.

Edit:
V2 now has no skybox, after a few complaints of the looking out of place, which i kinda agree with. and v2 does not desync.

The metal patches are still 1.8, to slightly discourage fast tekking, but im not sure they are reaching the desired effect, so I might just bump up to 2.0
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New 16 player map - Lost v1

Post by 1v0ry_k1ng »

Beneath the lay of these lands lies a terrible truth

[snip]
Last edited by 1v0ry_k1ng on 21 Dec 2009, 07:58, edited 1 time in total.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New 16 player map - Lost v1

Post by Beherith »

Aww man, please remove that. Someone destroyed my perception of nuclear winter the same way :(
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: New 16 player map - Lost v1

Post by Peet »

IK has been forever scarred by hunterw
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