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3 New testable Skirmish maps!

Posted: 02 Feb 2011, 04:54
by bobthedinosaur
I released 3 maps (posted on page 2). They are my first maps so yeah they suck at texturing, they also have some steep edges, so yeah there is stretching (maybe in the future there can be a fix for this). What I would like is some play test feed back on the game play on the maps. Thanks!

Here they are:
http://springfiles.com/spring/spring-maps/sk-doom
http://springfiles.com/spring/spring-maps/sk-hive
http://springfiles.com/spring/spring-maps/sk-mud-hole





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Okay I suck at texturing. But I have assembled many new textures patterns (for map edit) and have been working on some 'skirmish' maps. The maps are with Contact's small scale battles in mind but it can be used for other mods, such as tank wars and what not.

Here is a pic of one map I was working on called dust (of which is giving me problems with not showing up in the map list).
Image
Image

Anyways since I'm pretty noob at texturing maps I'm going to share the height maps and see if any one wants to contribute to the skirmish map project. Only rules is share what you make.

Here's dust's hieghtmap:
http://springrts.com/phpbb/download/fil ... ew&id=5702

Re: Skirmish maps!

Posted: 02 Feb 2011, 05:09
by bobthedinosaur
This one was called "cobbled" but can be renamed to whatever:
http://springrts.com/phpbb/download/fil ... ew&id=5703

This one was going to be "implode" or.... dust2? :P :
http://springrts.com/phpbb/download/fil ... ew&id=5704

and aztec from the other map thread, but somewhat cleaned up:
http://springrts.com/phpbb/download/fil ... ew&id=5706

Re: Skirmish maps!

Posted: 02 Feb 2011, 05:37
by bobthedinosaur
"Nadir" or "the pit":
http://springrts.com/phpbb/download/fil ... ew&id=5711

"Clash"
http://springrts.com/phpbb/download/fil ... ew&id=5709

and "Doom" I intend to add lots of metal to the lower pit. Maybe some toxic water to slosh around in (just a little bit)?
http://springrts.com/phpbb/download/fil ... ew&id=5710

Re: Skirmish maps!

Posted: 02 Feb 2011, 07:07
by smoth
vertical walls are bad because of stretching, this isn't something a better texture will help.

Re: Skirmish maps!

Posted: 02 Feb 2011, 11:57
by Johannes
It can be helped by texture that doesn't have drastic changes horizontally on the slope.

Re: Skirmish maps!

Posted: 02 Feb 2011, 15:04
by smoth
Not unless you have a large and I mean larege solid color area. You WILL texture movement with loding.

Re: Skirmish maps!

Posted: 02 Feb 2011, 19:33
by knorke
relevant to interessts.
how did you make the heightmaps? graphic program or export from some 3d modeling software?

For textures it seems like you used the autotexture function of springmapeditor?

Re: Skirmish maps!

Posted: 03 Feb 2011, 03:23
by bobthedinosaur
2 questions:

1) do verticel heightmaps cause a compiling error where I might not be able to load the map in the map list?

2) For steep wall like slopes would it be easier to create a wall like feature to go over the slope with a non stretched texture, or should I just suck it up and make them steep (but not 90') slopes?

Re: Skirmish maps!

Posted: 03 Feb 2011, 03:38
by smoth
you can make wall-like features, I planned on adding some for future gundam rts maps.

Re: Skirmish maps!

Posted: 03 Feb 2011, 04:08
by bobthedinosaur
but it doesn't cause compiling errors? it is just ugly?

Re: Skirmish maps!

Posted: 03 Feb 2011, 06:08
by smoth
just ugly

Re: Skirmish maps!

Posted: 03 Feb 2011, 06:20
by bobthedinosaur
i need to find a free image to 3d that program that isn't limited by image size or has some 30 day trial thing.

edit: wilbur! awesome i used this back in the day with terragen and TA 3.1. http://www.ridgenet.net/~jslayton/wilbur.html

Re: Skirmish maps!

Posted: 03 Feb 2011, 21:01
by KaiserJ
you can use blender if you want to deform a plane using a cavity map

edit: those maps could look pretty damn nice if you...

1) taper the tops of the walls to make them less vertical, which will allow more pixels to be spent on them and reduce the nasty stretch

2) have a look at the "texgen" feature of springmapedit.... you'd be able to recreate most of that texturing automatically using a script

3) get some normals in there.... genetica allows you to make tiling textures with a corresponding bumpmaps... for most maps i texgen once with diffuse, then texgen again with the corresponding normals

4) combine the diffuse and normals with a top-down render in blender or otherwise

it would look awesome.

Re: Skirmish maps!

Posted: 03 Feb 2011, 21:14
by SinbadEV
didn't zwzsg come up with a clever way to fix the vertical wall stretch thing? Maybe it can be applied to actual maps and not just Lua'd ones.

Re: Skirmish maps!

Posted: 03 Feb 2011, 21:17
by smoth
lol if one shoe fits all..

Re: Skirmish maps!

Posted: 03 Feb 2011, 21:23
by KaiserJ
this one for "the pit" is quite workable

Re: Skirmish maps!

Posted: 03 Feb 2011, 21:26
by SinbadEV
these maps remind me of an absolutely terrible experimental map I made called "Killah Death Metal" or something equally terrible... I wonder if it still exists.


... hey, I found it killahdeathmetal11

edit: just realized that this could be taken as an insult to your map... that was not my intent... this map also demonstrates my attempts at decorating vertical walls with features BTW which is the other reason I was reminded of it.

Re: Skirmish maps!

Posted: 04 Feb 2011, 01:03
by bobthedinosaur
i wonder if it is possible to create some kind of shader to draw a different texture on near vertical slopes, maybe even changing the texture dependent on the type map? it seem like it would cost less than replacing wall with vertical features.

Re: Skirmish maps!

Posted: 04 Feb 2011, 04:26
by KaiserJ
well you can use SSMF to do it, but you're still better off making the walls more rampy

Re: Skirmish maps!

Posted: 04 Feb 2011, 20:49
by bobthedinosaur
what do you mean SSMF can do it?