New texture for Dueling Bases.

New texture for Dueling Bases.

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This a good map

Poll ended at 03 Apr 2006, 21:31

yes
10
29%
no
9
26%
never played it.
15
44%
 
Total votes: 34

mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

New texture for Dueling Bases.

Post by mongus »

If the author has the time, the map deserves it.
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e: it was yours Noize, didnt know, fun map, just the texture doesnt show much the terrain.

A good texture will help that.
Last edited by mongus on 09 Mar 2006, 21:08, edited 7 times in total.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

the texture it got now just sucks :)
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

LOL I remember the first time I played that map I told mother it looked like the first spring MsPaint map. It needs new textures atleast, the heightmap could use some help too. I've honestly thought about remaking it, but instead im going to work on a large somewhat realistic map that has bases(fortresses).
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

my eyes! Is this map worth a remake?
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

FizWizz wrote:my eyes! Is this map worth a remake?
The poll will give a sample. (go play it meanwhile :) ).
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I loved it please remake it!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I like the concept of these "Dueling Bases" series of maps, but they're all in dire need of better textures, and they need to be thought out a bit more, in terms of heightmap. With this one (no offense meant, Noize) the center area, while providing a convenient place to stop land rushes... it just feels very experimental, and doesn't seem to really feel like a finished project. I realise that this was probably made really early on with the current version of the map format (I understand that, at one point, the old format was suddenly replaced with a new, non-backwards-compatible one).
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Damn thats ugly.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Das Bruce wrote:Damn thats ugly.
Oh very subtle.

But indeed, the current texture isn't the best.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Zenka wrote:
Das Bruce wrote:Damn thats ugly.
Oh very subtle.

But indeed, the current texture isn't the best.
It's Das Bruce, were you expecting something helpful, reasoned, or intelligent?
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I was expeting the truth.


And what do you know... :P
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

It's exactly like him.
Doesn't say I could resist saying something about it :wink:
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

The current texture is childish (to put it soft), but the map has good gameplay, bc of the size, and its planned for 2v2, and it shows.

Ive played it several times.. and every time i wondered why tanks or kbot or whatever moved so wired.. they moved up and down of the roads.. and the builders had to take strange turns to build on some mex spots..

was then when i pressed F1 and oh well.. the map actually has a heigthmap!, and its good, i like it even more than when i tougth it was plain :).

even base walls and the middle hills have quite more shape than i tougth.
(middle hills are passable by kbots).

But you will never imagine that from the texture.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Heigthmap

Post by PicassoCT »

I want to do something Desert - Give Me Heightmap- now...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Ah I see an opportunity.

*runs off and starts work on a decent groupAI to output a heightmap and metalmap of any map loaded*

That or you can sue the threat amtrix outputs of NTAI and the Mex debug outputs, its the blue channel in the threat matrix outputs for height, and the grene channel is metal map in the mex debug outputs, though the threat matrix outputs arent exactly to scale.....
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

You're really jumping on bruce's back for that one? When was this map made anyways? Whoever's responsible please contact forboding or deci or something, the architexture has potential but you REALLY need to fix that texture.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i thought it was a TA:K map? with a remake it would be pretty cool (and also kingdoms would be nice on it, if its ever released!)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

heh, I wouldn't touch this with a ten foot pole. IMO, it's rather poorly designed, but meh. It could have it's uses. It's just not really a good idea imo. but fine. Get me a heightmap and I'll redo the texture on it, but I'm not gonna do anything else to it. it would be a waste of time imo.

Besides, gotta have a heightmap to be able to do anything with it.
Meh, the hideousness of this map will haunt my dreams forever. This one "ALMOST" beats atlantic in the fugly department.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

meh, after looking at it some more, it's not THAT bad, but good lord. It's hideous *shivers*
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Ok I made a heightmap and metal map exporter in a groupAI that runs ingame.

http://www.darkstars.co.uk
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