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what was it called?

Posted: 29 Sep 2005, 12:11
by Justin Case
There was a green map, similar to green haven in OTA. It was larger I think, mostly flat on the sides, but lots of hills with metal in the middle. What was it called? Can someone please create it for Spring?

Posted: 29 Sep 2005, 12:14
by NOiZE
plains and passes... how about u port it yourself :D

Posted: 02 Oct 2005, 07:23
by genblood
I figure I give it a try and convert it for Spring ...
Here is a screen shot of it. It's still needs alot of work.
Like a few hundred trees, some Geos and maybe rocks ...
Also, alot of grass too ... :lol:

Here is a screen shot of the map so far .....


Image


I figure I got another week maybe two before its complete ....

Posted: 02 Oct 2005, 09:57
by Warlord Zsinj
Dude. How many times do people have to tell you that you can't just direct port from TA and have it look half decent in Spring? It just doesn't work. They are two very different engines, with very different visual methods of viewing the terrain.

Posted: 02 Oct 2005, 14:11
by genblood
Warlord Zsinj,

This is a classic TA map. It should look as close as possible
to the orginal map. It wouldn't be 100% perfect like the orginal
one, but I'll try my best.

Also, its not even .. DONE ... an you complaining ... :|

Right now, it's still work in process. You seen one screen
shot and you already passed judgement on it. ... :roll: It's going
to look better when it's complete ....

I'm not posting any info till it's complete ...

Posted: 02 Oct 2005, 14:18
by Maelstrom
While I do agree that it is no where near completion, and that critisism is not really helpfull in this stage, you have to admit, OTA hills suck major ass in the spring engine. I would not even bother trying to port it, I would have started from scrath, and used the OTA on as a reference.

Just my humble opinion though, dont mind me.

Posted: 02 Oct 2005, 14:50
by GrOuNd_ZeRo
There are ways to scale the moutains to look much more like they should though.

Keep at it Genblood.

Posted: 02 Oct 2005, 16:43
by Warlord Zsinj
Genblood, I meant no offense. However, I based my criticism not on that map alone, but on a series of maps which you have made which have all been direct ports of TA's maps, or maps produced using TA tiles.

This production process simply doesn't work for Spring. The maps inevitably end up looking ugly, and you are particularly limited in the breadth of your design as a map maker.

I think you need to investigate a new process of making maps other than using TA tiles, or direct ports.

Have a look at muffdvr's recent map, "The Pass". That is a remake of an old TA classic. Instead of using the old tiles, which would have looked hideous, he kept the idea of the map, and remade it using an advanced 3D map program. The result is a map which looks good, and which is faithful to the original. More faithful, I daresay, than any direct port would ever have been.

Again, no offense is intended, but you have been criticised for the means in which you make your maps a number of times by a number of people; the TA tiles are simply not meant for viewing by a completely 3D engine. Perhaps it is time you tried a new approach?

Posted: 02 Oct 2005, 16:58
by Torrasque
I agree with Warlord Zsinj.
For example, in redhaven, the big hill look odd (you can see that the top is not really the "top")
In this map, their is bigger hills, I'll look even more strange.

But, I know it's hard to make a good map from the start :(
Perhaps, you can keep the heihtmap, and rereder the texture with another programe?

Posted: 02 Oct 2005, 17:51
by genblood
Torrasque,

redhaven ? I didn't do that map, zwzsg ported that
map. The last map I did was GreenHaven and IMO it's one
of my better ports. This is how I port maps, it's not always
perfect.

My first few where so-so ... an I made a few from
scratch called Phobis-One and Tr-Vega.

Posted: 02 Oct 2005, 19:42
by Torrasque
redhaven, or greenhaven, they have the same problem...it's the same texture, just the color change.

Posted: 04 Oct 2005, 11:32
by Justin Case
I think greenhaven looks really good actually

Posted: 04 Oct 2005, 11:51
by [K.B.] Napalm Cobra
OTA heightmaps -can- work, but the textures inevitably need to be redone. And I'm going to have to go with Zsinj on this one, do a remake, not a port.

Posted: 04 Oct 2005, 22:05
by zwzsg
I agree with Warlord Zsinj (exporting the map texture straight from TA cannot give good result, Genblood made too many Spring maps with Annihilators, muffdvr way of remaking the map in another terrain render, keeping the spirit of it but remaking the texture and heightmap is better, etc...) but I am getting tired of repeating.

Posted: 06 Oct 2005, 15:26
by aGorm
I agree... besides we know genblood CAN make an original map, thats what makes him porting more annoying.

Oh, and I got a bone to pick with you Genblood. How come you ever mention MY maps in your page of top 5 maps. Ayy? got somthing against me? :-)

aGorm

Posted: 06 Oct 2005, 20:32
by genblood
Someone requested GreenHaven to be done. I ported it over
to the TA Spring map format. The GreenHaven map IMO is
one of my better porting jobs. I did some bad ports when I
first started. I admit it ... :shock:

Everyone makes maps differently and porting maps is the same
way. You can't please all the people all the time. My way maybe
different then other map makers when doing ports. I've learned
from my mistakes and I'm trying to change.

Hopefully in the coming weeks people will see improvements
in my maps.

aGorm about maps stuff ... :| ... :roll: ... what was I writing
about ... :roll: ... :idea: MAPS ... I'll update it over the week
with new stuff ....

Posted: 06 Oct 2005, 21:12
by Min3mat
tbh Zsinj looks aren't everything! all the maps genblood has ported are GREAT for gameplay and thats what i really look for in a map (:-) love ur maps genblood keep it up)

Posted: 07 Oct 2005, 01:53
by Warlord Zsinj
If looks weren't important, we'd all be playing OTA.

There is a level of immersion lost from a strange looking map that just can't be made up by good gameplay.

It is the true skill of a map maker to combine visuals with gameplay, not just concentrate on one or the other.

That, and you can hardly tout gameplay on this map, because you didn't design, you just ported it. So the gameplay is already more or less set. Therefore the least you could do is make it look good.

Posted: 08 Oct 2005, 11:28
by t9999clint
Seriously guys, what's with all the bitching?
He can do whatever he wants HOWEVER he wants, who gives a shit if they don't look all that good, frankly everything in TA Spring looks like crap, but I'm interested in it for the new interesting modes of gameplay, and more importantly the freedom to be able to add WHAT I WANT! It's Open source, it's all about being open, and really gameplay is WAY more important than slightly less crappy graphics. ECSPECIALY WITH A RTS!

Posted: 08 Oct 2005, 12:17
by [K.B.] Napalm Cobra
t9999clint wrote:Seriously guys, what's with all the bitching?
He can do whatever he wants HOWEVER he wants, who gives a shit if they don't look all that good, frankly everything in TA Spring looks like crap, but I'm interested in it for the new interesting modes of gameplay, and more importantly the freedom to be able to add WHAT I WANT! It's Open source, it's all about being open, and really gameplay is WAY more important than slightly less crappy graphics. ECSPECIALY WITH A RTS!
We can bitch as much as we want, its up to him to listen. Everything in spring doesn't look like crap. Gameplay is all good and well but theres no reason not to put a good backdrop in there too.