RorShock Available 4 Download

RorShock Available 4 Download

All map release threads should be posted here

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TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

RorShock Available 4 Download

Post by TARevenger »

RorShock

Rerendered Version of the OTACC map Ror Shock using terragen
enlarged to 32x32 with 10 player start positions.

no Screenshots here, will upload a few to FU Later on

Epic Naval Battles here we come

http://www.fileuniverse.com/?p=showitem&ID=2318

managed to compress it download to 15meg with no loading problems
Last edited by TARevenger on 02 Feb 2006, 23:35, edited 4 times in total.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Very cool...

It's... not metal right?
And there is metal in the water... right?

Cuz if it is, the gameplay is kool to the max!

Otherwise teh gameplay is teh sux.


Visauly is nice... need's maybe some trees, otherwise nice.



Also reminds me how much i need refelktive water and shadows.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Looks quite nice.. however i feel the water should be a bit darker blue and it can definaly use some trees. maybe even some rocks (which is possible now).

I hope u can make this map even better
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

tbh not many maps are showcasing the new feature 'feature placement' :( i thought that everyone would stick some stuff in, even Comet Catcher could have a few bits of wreckage like in that cool mission :)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Looks good, maybe just lowwer the water line slightly so tyheres no grass in water...

Lack of features in maps is because alot of people havn't got it licked... I have though... however I'm now working on pushing the boundries of them to see what will happen, so You wont get a map for a while!

aGorm
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TA 3D
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Joined: 12 Nov 2004, 06:08

Post by TA 3D »

Heres my sugestion. Open Annihilator, and export the map texture as a bump, so you have something for referencing the colors to. Then open ol Terragen, and start playing with the surface textures. Try different paramiters, and combinations. Take a look at this Terragen map I made thats being worked on right now. Theres a link in the first post to a zip on FU that has the files for it. That should help in getting it looking real.

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2175

Otherwise for starters, it's looking good. Oh one other suggestion. Open up the ccdata.ccx(I think thats the right extension) file with HPI viewer, go to the folder that has the GAF files for the "Mission Briefs," find the one for the lush world and extract it and use it as a referance as well. Don't be afraid to experiment.. 8)
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I _really_ hope there is metal in the water. (because that makes for a much more interesting gameplay).


and: Yay! Finally another nice watermap for spring, plus its large,too, so no problems about it getting a vulcane rush like metal-islands...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I think that map looked nice with the way the wtare looked in one of those shots, but then I see the edge of the map. I suggest changing the fog colours so ti blends more, then extending the water out even further, that way you get a nicer effect, and more room for ships.
TARevenger
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Joined: 23 Jan 2005, 00:09

Post by TARevenger »

yes there is metal in in the water i'll get a screenshot of the metal map later on.

as with grass in the water i'll have to render the texture again as I got the waterlevel perfect.

long range plasma cannons on watermaps this size are only good for defence which is good.

can someone create a commander statue for the island as I suck a 3d modeling but then it could be easy?

the water does look darker with reflective water off

I am reminding people that it's in the old map format so I have to compile it to the new map format first.
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

Update!!!

I've added a screenshot of the metal map if anyone wants to improve it be my guest

I'm currently rendering a new texture map while i'm typing this post.

i've shrunk the islands back to their original OTA size 26x26 and extended the ocean to make the map 32x32 to give any naval forces more room to move behind the islands.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Revenger, I can do a metal map for this map if you like, I would need to know what size your texture map is "in pixels please", actually since you extended the oceans I would need a copy of your texture map, resized to the same dimensions as the metal/height map for reference.
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

I've zipped up copy of my heightmap you can grab it here

http://homepages.ihug.co.nz/~ahayes25/T ... ock2hm.zip

if you do need the texture the render is just about finished just let me know
mufdvr222
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Post by mufdvr222 »

Got it.
Do you want the same sort of metal dustribution as the original? it won`t be exact but near enough.
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AF
AI Developer
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Post by AF »

For the commander stature, take a mound of rockand place a commander model ontop of it and retexture the mdoel to look like stone, maybe make it a little bigger.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

:shock: i remember this map now!!! this map was AWESOME!!! :D:D:D finish it! finish it now! :D
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

for the metal map have it so you can grab metal from any where but where metal was originally on the map have metal extracting the strongest (-/+ 2.3) then everywhere else weak metal extracting 0.01 or something if you get my drift

I just need a map compiler (new map format) that can support a 16384x16384 texture image
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Here is the metal map, you need to have these values in your .smd
MaxMetal=1.80;
ExtractorRadius=40;
As a starting point,, leave the radius as is but tweak the max metal untill you get the exact output you want.


http://www.mufdvr.222clan.com/shock.zip
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

ok got it

so how will I get this commander statue in map

for now i'll put him in another map i have for testing

I've taken the armcom.3do file and blown it up 5x the size i'm leaving the textures as they are for now.
now what?
put a red=1 pixel in my feature map?
then create a 'fs.txt' file with ???? info
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

TARevenger wrote:ok got it

so how will I get this commander statue in map

for now i'll put him in another map i have for testing

I've taken the armcom.3do file and blown it up 5x the size i'm leaving the textures as they are for now.
now what?
put a red=1 pixel in my feature map?
then create a 'fs.txt' file with ???? info
You bribe Agorm to show you how to use features properly...
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

well IIRC, you put red=255 for the comm statue, and in the 'fs.txt' file you put the code for the commander, which is ARMCOM. Dunno if this will work, but try it and see.
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