If you want features speak now..

If you want features speak now..

Discuss maps & map creation - from concept to execution to the ever elusive release.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

If you want features speak now..

Post by smoth »

Ok mappers. I am about start my massive efforts on the features for spring. I am sure I am not covering everything but here is my begining..

Lamp posts(0,90,180,270)

Houses, 1 and 2 story.

apartment/Buisness buildings 3-7 stories(0,90,180,270)

warehouses

Cars, trucks and fuel tankers

Techy buildings(ala ota)

--------------Community feature requests--------------------------
Hey is it possible to make some features for FF? Like little asteroids or a model of a wrecked satellite?
-xchrist specifications forthcoming

Highrises, industrial and chemical plants, maybe a couple unique buildings (a la Landmarks in Simcity 4), and if it feels appropriate, variations w/ radio towers, microwave relays, and/or satellite dishes and such.
-fizzy

rocks
-noize

rocks to go with the evergreen climate (and you guys still need to give me the source textures)
-Decimator

Oil refinery stuff- big tanks, smokestacks, etc.(UUUUUUH HUH HUH.. STACKED)

Factories with extra details, like a parking lot and a couple of cars parked in them.
Low-poly rips from, say HL mods(that is theft and NO)

Radio and electrical towers, so that our Krogoths can "gogo Godzilla".
(HI, Hi, wakaremase)
Giant and mysterious wreckage, suggesting either the remains of huge spacecraft, or giant war machines that make Kbots look like dachunds. (DACHUNDS?)

Realistically-sized air/spaceports towers, hangers etc

Skyscrapers that use a lot of clever stacking/tiling to make really detailed mirrored windows. (I am right there with you buddy :)

Random piles of smallish wreckage that is better looking than the current 3DO stuff and takes advantage of Spring's capabilities

giant mushrooms!
-ZWZSG & mother
------------------------------------------------------------------------------------
Outside of trees what else will you people need.

-Smoth
Last edited by smoth on 05 Feb 2006, 08:46, edited 1 time in total.
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forbidin
Posts: 64
Joined: 19 Jan 2006, 17:55

Post by forbidin »

The problem would be in the scale. If you played some of the urban maps in OTA, the commander is a few stories tall. Jeffies is slightly larger than a big rig. Peewees are like 2+ story mechs.

Scaling everything would be hard to do. But yes, I would very much like to see some urban maps.

Genblood is off to a good start, but we have to wait and see.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

yay!! i smell urban maps :-) :-) :-)
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

a few suggestions to throw around: Highrises, industrial and chemical plants, maybe a couple unique buildings (a la Landmarks in Simcity 4), and if it feels appropriate, variations w/ radio towers, microwave relays, and/or satellite dishes and such.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Umm, last time I checked, a PeeWee was about teh size of an average car. Or atleast thats the impression I always got from teh cars and lorries strewn over teh roads on the urban maps.

Besides, New game, New Scale.

aGorm
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Personally, I think urban maps would be much cooler if the buildings really dwarfed the units. Then again, its not hard to just make a model larger. I look forward to seeing some of those buildings in an urban AATA map =)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

great variation of trees and rocks and other flora
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

I always go by the scale of OTA.. so no worries. A car in these models would be a car in ota scale.

As far as sky scrapers... if the SYS fix the aircraft I will make them.
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smoth
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Post by smoth »

NOiZE wrote:great variation of trees and rocks and other flora
Outside of trees what else will you people need.


I cannot do trees.. we do not have alpha maps for transparency in the s30 format.
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mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

smoth wrote:I always go by the scale of OTA.. so no worries.
Now see that does worry me a bit.

Lets avoid OTA scale and call it a day ;)
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

If Smoth makes an OTA scale set of structures, it would be very easy to make a x2 or x3 scale of structures from them. But then again, is this going to be a standardized feature pack to be bundled with Spring? or just a source pack which mappers pick and choose from and package with their maps as they see fit. I'm fine with either solution, but if we went with bundling the features with Spring, then a x2 pack would not get the same convenience (being packaged w/ Spring), as they default pack.
I would be ambivalent about which scale gets used... but as a representative for BattleTech (whic is a ways off, I know, but still....), I'm preferential to a larger feature set.
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smoth
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Post by smoth »

Mother, OTA has a set and standard scale. I am noy counting the sundry add-on custom features. My entire mod has been built around the OTA scale. XTA and AA are in the OTA scale. Mods like SWTA and WD are about 2X.

Fiz, if the textures and models become a part of the standard spring then all you would need to do is rename the model and double it's scale. The bulk of the new models and their filesize would be the textures. NOT the models so you should be good.

As far as the OTA standard scale. it is important that we stay to that scale otherwise we will have MANY maps NOT in the correct scale. This is a VERY important factor.
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mother
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Joined: 04 May 2005, 05:43

Post by mother »

Smoth I think you're mistaken- what makes you think anything is TotalA scale in Spring right now?

[FWIW Almost everything is in fact 2:1 scale; SWTA and WD units range from much *smaller* to the same size as XTA/UH/AA/etc, not larger.]

Im thrilled with anything you contribute. Thrilled and gratefull- don't get me wrong!

I would personally prefer you made stuff larger [and people could shrink them if needed]. Going the other way (blowing smaller models up) leaves one at risk of less than spectacular results.

As to map scale- they already have vastly differing scales and there is nothing inherently wrong with that. You, naturally, can release your mod however you want! [your features too!] Are these features only intended for use in maps for your upcoming mod? If so I apologize and retroactively shut up.

Now get to work! We want urban map features already!!! :wink:
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Hmm... that is odd it seemed like the ota units were in the same scale when I spawned them near my mechs.

either way the features may or may not be used for my mod. but I have checked the scale already. I may be mistake but it seems like the model scale is all the same.. now the texture maps for the terrain may be out of scale.... esp if they use the opperation polaris tile set.
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

Well, there is the rocks to go with the evergreen climate that I told you we could use a while back.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Oil refinery stuff- big tanks, smokestacks, etc.

Factories with extra details, like a parking lot and a couple of cars parked in them. Low-poly rips from, say HL mods (see Polycount, etc.) are good places to grab extra greebles.

Radio and electrical towers, so that our Krogoths can "gogo Godzilla".

Giant and mysterious wreckage, suggesting either the remains of huge spacecraft, or giant war machines that make Kbots look like dachunds.

Realistically-sized air/spaceports.

Skyscrapers that use a lot of clever stacking/tiling to make really detailed mirrored windows.

Random piles of smallish wreckage that is better looking than the current 3DO stuff and takes advantage of Spring's capabilities.

It's a shame that Spring supports transparency, but we don't seem to have a way to use it with S3O ... yet. I am sure it's on the List somewhere after fixing bugs, figuring out how to get Zaphod to feel motivated, etc. ;)
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Paappa
Posts: 26
Joined: 29 Jul 2005, 12:01

Post by Paappa »

smoth wrote:
NOiZE wrote:great variation of trees and rocks and other flora
Outside of trees what else will you people need.


I cannot do trees.. we do not have alpha maps for transparency in the s30 format.
sorry but i dont know much abouth modelling and stuff.
i just made a map that could need some tropical trees. i would like to have some information abouth those trees? are they hardcoded?
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

The curent 8 are yes. Any other sorts of trees would have to be modeled urself (If you cant, you'll have to ask around)

aGorm
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Paappa
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Joined: 29 Jul 2005, 12:01

Post by Paappa »

Ill see to it after i get map in playable condition. thanks
gavan
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Joined: 03 Feb 2006, 13:52

Post by gavan »

is there any text available on how to make features?
are they like units in a way?
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