New team map: Mescaline v1

New team map: Mescaline v1

All map release threads should be posted here

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Beherith
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Joined: 26 Oct 2007, 16:21

New team map: Mescaline v1

Post by Beherith »

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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: New team map: Mescaline v1

Post by oksnoop2 »

Yay! looks fun. Am I blind? I can't find the links.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Re: New team map: Mescaline v1

Post by FLOZi »

Jaw dropping, as always Behe.

With the cacti it kinda reminds me of this:

Image :mrgreen:
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Beherith
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Re: New team map: Mescaline v1

Post by Beherith »

Thanks, link will be up as soon as it arrives on JJ, but i have to get some sleep now.

The resemblance to road runner is intentional.
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Gota
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Re: New team map: Mescaline v1

Post by Gota »

What prog did you use for this map?
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Beherith
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Re: New team map: Mescaline v1

Post by Beherith »

Added maplink.
This map was made fully in World Machine.
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: New team map: Mescaline v1

Post by Otherside »

seems like it could be a fun s44 map depending on the slope of the ramps
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Beherith
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Re: New team map: Mescaline v1

Post by Beherith »

They are standard BA vec slopes.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New team map: Mescaline v1

Post by SirArtturi »

Very beautiful, everyone can tell that. :shock:
But the concept seems a bit dull eh?
Texture is really intriguing but the landscape itself leaves me a bit unsatisfied. Just chunks of mesas repeating here and there...
You could have done better with that.
Let's have a play, be that as it may...
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very_bad_soldier
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Re: New team map: Mescaline v1

Post by very_bad_soldier »

That detail textures really kick ass.
One problem thought: In L-View I get a nearly complete black map.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New team map: Mescaline v1

Post by Jazcash »

fap fap fap

Should have made it 8*4 instead of 7*4 though for 8v8 N v S.
Last edited by Jazcash on 26 Sep 2010, 14:01, edited 1 time in total.
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Gota
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Re: New team map: Mescaline v1

Post by Gota »

Ehm
texture doesnt work without shadows on 1.
Screenies when shadows are off.
Image
Image
Image

http://img137.imageshack.us/img137/3075/62178615.jpg
http://img822.imageshack.us/img822/8515/55534125.jpg
http://img138.imageshack.us/img138/9386/59065155.jpg

When shadows are on 1 it looks fine.
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Otherside
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Re: New team map: Mescaline v1

Post by Otherside »

are the water spots intended ?
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Beherith
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Re: New team map: Mescaline v1

Post by Beherith »

Yeah, but they are too shallow, so I couldnt get them to be a nice murky reddish brown.

Gota: found the bug, was a problem with DDS detail texture.
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Gota
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Re: New team map: Mescaline v1

Post by Gota »

EDITED
I think the textures are awesome,really good.
The detail tex are great the textures look detailed but not messy and the units are clearly visible on them.
+1 on Sir's opinion about the concept though.
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Beherith
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Re: New team map: Mescaline v1

Post by Beherith »

Updated.
The concept is simple, but I wanted to try it.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: New team map: Mescaline v1

Post by FLOZi »

Beherith wrote:Thanks, link will be up as soon as it arrives on JJ, but i have to get some sleep now.

The resemblance to road runner is intentional.
Image

:oops:
SirMaverick
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Re: New team map: Mescaline v1

Post by SirMaverick »

Extractor radius could be slightly bigger.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New team map: Mescaline v1

Post by Beherith »

Why? You can still easily place a mex and a moho mex side by side. Or would you want spring to snap cursor when placing mexes?
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Gota
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Re: New team map: Mescaline v1

Post by Gota »

So is there really any chance you can work your magic on painted desert heightmap?
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