.:New Map:. Winter Wonderland

.:New Map:. Winter Wonderland

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Forboding Angel
Evolution RTS Developer
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.:New Map:. Winter Wonderland

Post by Forboding Angel »

Made with 3 vs 3 in mind.

Enjoy :D

Download here:
http://fileuniverse.com/?p=showitem&ID=2673

BTW, becasue certain people keep bugging me, I will be retexturing the following maps:

Foothills
Foothill basin
Hills and Valleys

If there are any others I should add to the list, speak now or forever leave me alone about it :D

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Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

The straight edge/cliff things look a little unnatural, but otherwise it's a nice looking map.
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aGorm
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Post by aGorm »

Its due to the fact soe of them go all the way around... which is unlikly to happen. They dont look wrong persay, just odd due to teh all around ness of them. Also... some do look a bity liek you jsut painted out the heightmap with a wide brush... :-)

However the overall texture is realy good, and teh hills look nice and varid.

aGorm
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Zoombie
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Post by Zoombie »

I can see the little 'edge' things happening where you have a base (cause persumably someone would scrape the snow away) but when its everywhere it looks damned odd. But it dose look like a coold snowy map.
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Forboding Angel
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Post by Forboding Angel »

Actually I have certain reasons why the hills are like that. It's a little odd (it's kinda just a test) so I won't bother explaining :D

However, has anyone had a chance to try it out? Also, I tried a new rendering method out on this one which works really well btw.

Aww well, give it a try, for my sake if anything else... BTW I would like to know if the pathfinding makes units use the paths predominately if at all possible :D

IF anyone hasn't guess yet, this isn't really intended to be a serious map (even though it should play really nicely), it ended up being a test map for the most part.
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SwiftSpear
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Post by SwiftSpear »

The straight cliffs look really good considering the ammount of texture stretching on them. They would look much more natural if the texture wasn't stretched.
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NOiZE
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Post by NOiZE »

looks quite nice, but imo those feature's look out of place there.. snowy tree's would be better..
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SwiftSpear
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Post by SwiftSpear »

NOiZE wrote:looks quite nice, but imo those feature's look out of place there.. snowy tree's would be better..
Agreed, time for someone to make snowy trees :P
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

oh btw, my settings are on the absolute lowest, so that might have something to do with it...

I don't even have 3d trees turned on.

Edit:

Didn't see noize's post...

Ya, problem is we need alpha maps to do good looking trees, otherwise they would be massive poly count trees (like 100 per tree as opposed to the 10 per tree we currently have). SO you can imagine that would get a little messy...

Edit#2:

Also, please keep in mind that for all intents and purposes this isn't too serious of a map, considering I made it in like 4 hours... It's more of a test to see what I can get away with in making maps...

Edit#3:

I better explain above better. THe rock walls are because I'm trying to trick pathfinding so that units almost always take the paths thru, even tho kbots can easily climb them. New rendering method... Rendered at a height of 1000 (even tho the map is only 300 high) to see if I could get more lifelike/believeable/interesting terrain. To see if this style of metal distribution actually works well. A few other things as well...
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LathanStanley
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Post by LathanStanley »

SwiftSpear wrote:
NOiZE wrote:looks quite nice, but imo those feature's look out of place there.. snowy tree's would be better..
Agreed, time for someone to make snowy trees :P
they are on my "to-do" list....

unless someone beats me to them.... :wink:
Leaderz0rz
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Post by Leaderz0rz »

i played a 3vs3 AA on it and i have to say its a fun map but the people who are stuck in the middle are really bad off in my opinion. Not only do you have to make the start area extra big to make so the 3rd person can spawn by the metal patches but they also seem to not get alot of metal due to the two sides taking it all.
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Forboding Angel
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Post by Forboding Angel »

hey thanks for checki8ng for me leader. Could you tell me were you playing left vs right or top vs bottom?

for 3 vs 3 it should be top vs bottom, for 2v2 or less left vs right.

If you don't mind too much would you check both of those for me? Or would anyone do it for that matter? Thanks much!
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AF
AI Developer
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Post by AF »

I know you've tinted it for good reason but I'd really like it if there was a 'snow white' version
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Weaver
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Post by Weaver »

Forboding Angel wrote:Ya, problem is we need alpha maps to do good looking trees, otherwise they would be massive poly count trees (like 100 per tree as opposed to the 10 per tree we currently have). SO you can imagine that would get a little messy...

The standard trees are much higher poly than you might think.
Image
Each leaf is one quad, with a one bit transparency. With a little work on the code that generates them we could have much more variety in style and size.
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Forboding Angel
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Post by Forboding Angel »

AF wrote:I know you've tinted it for good reason but I'd really like it if there was a 'snow white' version
Meh, ok I'll do it. I just didn't want to be flamed again for "too bright" textures (simply because people can't locate the brightness button on their monitors).

Lathan, if you want to make them, I would be more than happy to put them in.

Weaver, thanks for the info dude, I was unaware of that.
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IceXuick
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Post by IceXuick »

indeed, after i read that about those leavs, my next test round i zoomed-in to take a look. Indeed quite high poly and nice texture.

Make it work forboding :D!
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SwiftSpear
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Post by SwiftSpear »

Weaver: The standard trees also have alot of scalability though. Turn down settings and they look alot different.
Leaderz0rz
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Post by Leaderz0rz »

we were doing topvs bottom when i get time to play again i will try a 2vs2 left vs right
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