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New team map: Mescaline v1

Posted: 26 Sep 2010, 02:32
by Beherith

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 02:35
by oksnoop2
Yay! looks fun. Am I blind? I can't find the links.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 02:40
by FLOZi
Jaw dropping, as always Behe.

With the cacti it kinda reminds me of this:

Image :mrgreen:

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 02:42
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.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 08:13
by Gota
What prog did you use for this map?

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 10:51
by Beherith
Added maplink.
This map was made fully in World Machine.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 11:19
by Otherside
seems like it could be a fun s44 map depending on the slope of the ramps

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 12:08
by Beherith
They are standard BA vec slopes.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 13:16
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...

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 13:34
by very_bad_soldier
That detail textures really kick ass.
One problem thought: In L-View I get a nearly complete black map.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 13:34
by Jazcash
fap fap fap

Should have made it 8*4 instead of 7*4 though for 8v8 N v S.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 13:42
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.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 13:48
by Otherside
are the water spots intended ?

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 13:52
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.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 13:59
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.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 14:29
by Beherith
Updated.
The concept is simple, but I wanted to try it.

Re: New team map: Mescaline v1

Posted: 26 Sep 2010, 17:56
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:

Re: New team map: Mescaline v1

Posted: 27 Sep 2010, 21:50
by SirMaverick
Extractor radius could be slightly bigger.

Re: New team map: Mescaline v1

Posted: 28 Sep 2010, 08:21
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?

Re: New team map: Mescaline v1

Posted: 28 Sep 2010, 08:33
by Gota
So is there really any chance you can work your magic on painted desert heightmap?