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Pathways Retextured
Posted: 24 Jan 2006, 14:46
by Forboding Angel
After 8 hours of time and toil, I bring you...
Same smd changes I made to evergreenhaven (In a way). Mex radius increased, made sun dir 2 1 0 (no more negative numbers that can occassionally cause crashes for some users), Increased max height to 800. The mountains truly are mountains now.
Also, even tho you can't tell in this screenie (if you zoomed closer you would see), there is absolutely no texture stretching on this map.
Filesize is larger, however there are very significat changes to how this map plays, for the better, so it is worht the download, not only for the eyecandy.
I will upload it tonight, after I throughly test it as it is about 4:40 am atm, and I have been working on this for a solid 9 hours.
Anyway, here is the screenie...

Posted: 24 Jan 2006, 14:54
by Maelstrom
Again a very nice looking texture. But again a very flat height map, not counting mountains of course. Try adding a bit more variation on the flat areas of the map. Land is barley ever that flat in real life, definatley not around mountains like that.
Posted: 24 Jan 2006, 15:22
by Forboding Angel
dude, this isn';t a new map. If it was I would listen, but it's not new. I'm not going to drastically change it from the original. Thanks for the comments tho :D
Posted: 24 Jan 2006, 15:56
by AF
cookie for forboding angel!
Posted: 24 Jan 2006, 16:13
by Forboding Angel
lol
I didn't wanna start a fight lol
Ya know, the thing that kills me is that it is now tiled like a dirty whore in church, and the filesize ROSE!?!? lol How annoying hehehe
After 9 hours mael, I don't even ever wanna see that heightmap again :D Besides, if I put hills and stuff in there it wouldn't really fit the theme, and it would prolly screw the map balance as well.
Reason I raised the map height is because I always hated playing 2 vs 2, because kbots couls so easilt make it over the "Mountains" etc. There were just too many ways into a base. Now the mountains afford, some protection... if only minimal.
Anyone here remember when I first started mapping... I tried putting mountain range at a height of 3 grand. lol, it was rather majestic hehehe. Played pretty badly tho :D
Posted: 24 Jan 2006, 16:53
by Maelstrom
I understand why you didnt put hills in this one, but for future maps, im not meaning huge hills. Just small variations in the height that liven up the otherise boring plateus. Look at Altored Divide for example (yes, i bit the bullet and downloaded it). Thats the type of small variations im talking about. Nothing huge.
Posted: 24 Jan 2006, 16:56
by Forboding Angel
lol ok that makes no sense to me. However I think I know what you mean ;D
Have you ever played on pathwayss? any you're telling me (assuming I understand correctly) and pathways has less variation than Altored Divide? You can't be serious lol
Posted: 24 Jan 2006, 16:56
by smoth
forboding, any possibility that you would consider using my roads(minus sidewalks) on this map? I'd love to see some road ways and maybe a house or two..
Posted: 24 Jan 2006, 17:36
by Forboding Angel
yes, I would.
This is what I need:
1 lane roads and 2 lane roads
45 degree turns, and 90 degree turns
Streetlamps would be nice as well.
I need the roads as tiles (just to be completely clear). As far as buildings go, preferably I need rural stuff. A windmill would be nice. Maybe a barn... farmhouse... misc stuff.
Think rural area. BTW if you do a streetlamp, do it as a wooden pole with the metal lamp on the side.
Posted: 24 Jan 2006, 19:36
by submarine
stupid question: where can i download that map?
it really looks great with the new textures... :)
Posted: 24 Jan 2006, 20:06
by FizWizz
Forboding Angel wrote:I will upload it tonight, after I throughly test it as it is about 4:40 am atm, and I have been working on this for a solid 9 hours.
Which means maybe about 6-9 more hours from my post.
Posted: 24 Jan 2006, 20:09
by Forboding Angel
You can't yet. I haven't uploaded it yet.
I should prolly have all the changes finalized by tonight. Depends on how soon smoth gets me features... I have road tiles that I can use for it, I'll just have to hack in a 45 degree angle road.
I'm not sure where I'll have room to put houses and such, but I'm sure I can figure it out.
Posted: 24 Jan 2006, 21:31
by smoth
I'd really really like it if you used my tiles or just halved the scale on the op tileset.. The op tileset is WAY too big.
as far as my tileset it has been on fu. I didn't send you the link?
Posted: 24 Jan 2006, 21:45
by Doomweaver
I am not sure exactly how the new map format works so... surely tilesets can be shared between maps? So even if the map+the tileset is bigger, release another few similar maps and it will be far more efficient.
I am not sure how it works but imo it should be like this. You have a maps folder a tile folder. Whenever you download a map that uses tile(s) you don't have, it downloads them too. Simple, easy, convienient. And once several grass tiles have been released, we will never need more.
Posted: 24 Jan 2006, 21:51
by Forboding Angel
doom, spring maps don't use tilesets.
When I referred to tiles I was talking about textures.
Posted: 24 Jan 2006, 22:20
by smoth
Forboding, if I get the time I will be adding more to that OTA tileset later on... but at the moment I have that current tileset. If you need it as an image I can do that.
Posted: 24 Jan 2006, 22:24
by TA 3D
Looks good. Though I have just one commit. If you look at the light green area on the righthand side, it's very steped terrian. You might want to keep an eye out for that.
Posted: 24 Jan 2006, 22:25
by Forboding Angel
I can use annihilator to rip the tiles out, that isn't a problem. The road tiles I have been using so far are from C_A_P's evergreen roads tileset from ta.
I didn't realize that you were talking abouit the roads in your tileset. I'll check em out. Depends on which ones look best on the map.
Thing is I already have the Evergreen Road tiles to scale with spring... however it shouldn't take much work to scale new ones...