.:New Map:. County Crossing

.:New Map:. County Crossing

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Forboding Angel
Evolution RTS Developer
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.:New Map:. County Crossing

Post by Forboding Angel »

County crossing was a map that I released about 4 or 5 years ago. It had it's run of muted popularity, and I was asked to remake it many times.

So finally, IT'S HERE! Tons and tons of map options and combinations, fog, snow, inverted, wet, dry, day, night etc etc. Even cooler, if you change the weather conditions to snow, you will get a different feature set than non-snowy.

Check it out!

Special thanks to smoth (for all the help learning feature placer) and feature placer!

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Download here:
http://www.springfiles.com/show_file.php?id=2475
Last edited by Forboding Angel on 22 Jan 2010, 22:24, edited 1 time in total.
jeykey
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Re: .:New Map:. County Crossing

Post by jeykey »

wow this looks great :)
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Beherith
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Re: .:New Map:. County Crossing

Post by Beherith »

Absolutely gorgeous!
Very good job on the retexture, and all the mapoptions create unique atmospheres.
I kinda like those pine trees btw, which ones are they?

The only thing im not sure about is the concrete road, looks too artificial.

Btw, Im really glad mapoptions is picking up, artturi did the excellent thing of having the mapoptions for map resources as well :)

Edit: Oh i see that features are also placed by lua based on mapoptions :) how very clever! Did you do that with smoths feature placer? Is there any performance penalty for placing it with that and not with mapconv?
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Pxtl
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Re: .:New Map:. County Crossing

Post by Pxtl »

Hawt secks. I can't wait to try it. Wish we had some good little ruins features, they'd look so much better than those oversized capacitors.

Either way, farking goregeous, especially the night-shot.

The fog might be a little strong, though.
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SirArtturi
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Re: .:New Map:. County Crossing

Post by SirArtturi »

Looks great!

Haven't got yet to testing phase, but one question arise. Is the fog option on by default? Cos' if it is, I really suggest to turning it off because lot of people have problems it being too laggy.
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knorke
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Re: .:New Map:. County Crossing

Post by knorke »

dunno, i never really liked the mapconcept of "some random hills with metalspots thrown inbetween."
There are lots of this maps and none had good gameplay imo.

From the technical pov (map options) it might be interessting but the layout is blah.
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Gota
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Re: .:New Map:. County Crossing

Post by Gota »

looks awesome.
Something to think about if your gonna release another v.
Maybe think about removing the road and change the color of those rusty features so they are a bit greenish.
They might look a tiny bit alien to the map,though maybe not.
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Jazcash
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Re: .:New Map:. County Crossing

Post by Jazcash »

Very smexy indeed.
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TradeMark
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Re: .:New Map:. County Crossing

Post by TradeMark »

nice fog, that should be a default option in SMD.

Or is it already..? me wants.
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Forboding Angel
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Re: .:New Map:. County Crossing

Post by Forboding Angel »

Thanks guys :-)

The road is from an old ota tileset made by C_A_P called evergreen roads. I don't actually have any road type textures other than those. You know of any?

As far as artificial, ehh I can see your point, but on the other hand, ingame it looks believable enough imo.

As far as I can tell, there is no performance hit from having lua place the features (which is awesome :-)).

@pxtl, it depends on where the camera is. In isometric, the fog can be seen through. To me it seems just enough fog, but not too much. Some of those screenies I had the camera where the fog was really thick in rotateable overhead, but like I said, in iso, it's good :-)

Well what I was going for with the non-snow features was rural industrial-ish sort of thing.

@siratturi, the default options are "Day, no weather conditions, no fog". In other words, the default is "Normal".

@knorke, it's so much more than that though. Only kbots can access the hills, but the majority of the metal is on the ground. Because of this you end up with a mixed war of kbots and vehicles. Combined with the fact that some of the flat land pases are somewhat narrow, you get kbots shooting at vehicles below, vehicles barging through defenses...

I originally designed this map for AA, and in AA it always played very very well.

@gota, imo that would ruin the feel for what I was trying to go for (rural industrial). I'll admit that maybe that feel doesn't work as well as I would have liked it to, but on the other hand, I like it the way it is.

@trademark, no it's a map options thingy :-)

Oh I forgot to mention, this map is 12x12, and it's intended for 3vs3(NvS) or 2v2 (EvW) (4vs 4 can be done, but it gets a little crowded).
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KaiserJ
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Re: .:New Map:. County Crossing

Post by KaiserJ »

nice map forb!

didnt even see this thread. im gonna have to give this a try; looks almost like it would be good for FFA...

great work

*edit* not sure if you used fireworks for the roads, but i have a 2 minute solution involving expanded paths if you're interested in future
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Forboding Angel
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Re: .:New Map:. County Crossing

Post by Forboding Angel »

Apparently the roads is a major shortcoming in everyone's eyes. Unlike road to war I didn't suppliment the roads here with heightmap alteration. I'll alter the heightmap under the road and all should be well (It will also have the added benefit of attracting units to driving on the road).

This is what I used for the roads (5mb): http://evolutionrts.info/random/evergreenroadssmall.bmp
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Jazcash
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Re: .:New Map:. County Crossing

Post by Jazcash »

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TradeMark
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Re: .:New Map:. County Crossing

Post by TradeMark »

Forboding Angel wrote:@trademark, no it's a map options thingy :-)
i meant like we already have the fog system in SMD variables, so we could have this type of fog instead, if you choose. And in springsettings you could disable/enable that (i guess it needs some hi-tech shaders...)
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KaiserJ
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Re: .:New Map:. County Crossing

Post by KaiserJ »

i like the roads... but if you're going to redo them, maybe this would be of use. it was part of another tutorial i was working on.

Image

keep in mind that you can use the path from the second stage to draw a typemap, or at the very least overlay on your heightmap to make adjustments and fit the road.

*edit*

i notice some errors in my mini tut. it will be finished eventually; but if there are people trying to use it right now; i should probably clarify.

first of all; the mitre settings and curve type are instrumental in getting the roads you want. be very careful at every stage of the game to make sure that your roads and lines are properly aligned. if you extrude a path, and it looks wrong, ctrl-z and try it with a different setting. there is no golden rule to getting it right; you just have to trial and error and figure out what will work for you.

if you use only a gridlike pattern or straight roads, use the angled corners.

also there should be one more frame in the image; one showing you to use the white pointer to adjust the lane division lines. if you see a strange area (such as directly to the left of the intersection) where the line is too thick, select the line, grab a vert, and either use the arrow keys to make single pixel adjustment to the vertex, or clickdrag the curve control in order to tighten up the line.
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Forboding Angel
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Re: .:New Map:. County Crossing

Post by Forboding Angel »

Map has been updated with an updated heightmap as well. Potholes in the road are actually potholes now, etc etc etc.

Current and final version: v05 (same link as posed in first post)
http://www.springfiles.com/show_file.php?id=2475

I'm sorry folks! I have to release a v6 because I fucked up and made the archive solid. SORRY!

Edit: Fixed, sorry for the screwup :-/
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TradeMark
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Re: .:New Map:. County Crossing

Post by TradeMark »

IIRC solid archives doesnt matter anymore, that freezing bug got fixed.

also you may want to change the file title on springfiles.com to v06 instead of v05
Auswaschbar
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Re: .:New Map:. County Crossing

Post by Auswaschbar »

TradeMark wrote:IIRC solid archives doesnt matter anymore, that freezing bug got fixed.
Correction:
solid archive means that to get 1 file out of it, you need to extract the whole archive. Its right that for spring it doesn't matter anymore, because it needs to extract the whole archive anyway. For unitsync, it still matters because normally, it would only extract 2 small files and not the whole stuff.
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TradeMark
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Re: .:New Map:. County Crossing

Post by TradeMark »

what do you mean by 2 small files?
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FLOZi
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Re: .:New Map:. County Crossing

Post by FLOZi »

TradeMark wrote:what do you mean by 2 small files?
.smd and minimap probably? Much smaller than the .smt
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