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ooh that is a GOOD idea! I found myself thinking it is too narrow when I made the placement of the 7s and 8s, but it did not occur to me to just stretch the middle area out horizontally. Might be just what the map needs..bartvbl wrote:I think east comes out stronger because it has more hills, giving a tactical advantage for east. also try to either stretch the map a bit (either way), so there is a bit of empty area between each team; so there is space for some good fighting (otherwise you would run into someone's base straight away)
I looks very promising, though! Good work
I'll try to add a few more mexes.Beherith wrote:Looking great, though I suggest more mexes to fight for in the center. What app are you using to make this?
Quite accurate actually! Especially considering that the map.jpg pic is the heightmap overlayed with ~10% of the texture map for some depth. Can it render larger textures too?PicassoCT wrote:how high do you plan the water?
Springboards heightmap autorender (currently a buggy alpha) didnt quite accomplish what parts should be flooded, pic related it is what the machine produced from your heightmap
Thanks a lot. I checked it out and it seems clear to me how that works. I would want to slim down the scripts a bit though.Beherith wrote:If you use the same texture you can make a dry version with different heights just by using mapoptions. Check my map Lost v1 or the gundam map made by smoth for further details on how to accomplish this.