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New map: CliffHanger-v1

Posted: 01 Jan 2010, 11:09
by Cheesecan
I give you the map that shares name with a particularly cheesy(pun intended) 90s sly movie. :mrgreen:

UberFast download mirror
Springfiles
Image

Re: Battlegrounds (WIP)

Posted: 01 Jan 2010, 17:58
by bartvbl
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 :-)

Re: Battlegrounds (WIP)

Posted: 01 Jan 2010, 18:02
by Beherith
Looking great, though I suggest more mexes to fight for in the center. What app are you using to make this?

Re: Battlegrounds (WIP)

Posted: 01 Jan 2010, 18:25
by PicassoCT
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
howhighisthewater.jpg
(848.17 KiB) Downloaded 3 times

Re: Battlegrounds (WIP)

Posted: 01 Jan 2010, 19:41
by Cheesecan
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 :-)
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..
Beherith wrote:Looking great, though I suggest more mexes to fight for in the center. What app are you using to make this?
I'll try to add a few more mexes. :-) I am using GIMP, Terragen and my soon-to-be tennis arm.
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
howhighisthewater.jpg
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?

I am thinking to make a dry version too, as there is a decent riverbed texture in the now flooded area. I'm guessing there is still no way to do that without separate smd&smt? :?

Re: New map: CliffHanger-v1

Posted: 05 Jan 2010, 16:02
by Cheesecan
Shameless bump.

Re: New map: CliffHanger-v1

Posted: 05 Jan 2010, 16:06
by Beherith
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.

Re: New map: CliffHanger-v1

Posted: 05 Jan 2010, 23:15
by Cheesecan
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.
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.

:roll: