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Map Completed ... called Water-Ways ......
Posted: 18 Mar 2006, 19:13
by genblood
UPDATE .... 4-3-2006
The map is complete ...
Download and have some fun :)
http://www.fileuniverse.com/?p=showitem&ID=2831
Posted: 18 Mar 2006, 22:50
by Das Bruce
Its too dark, relies on grass for greeness to much, and is probably too close to the water heightwise.
But a good start.
Posted: 18 Mar 2006, 22:56
by hrmph
I like the layout but I think the texture needs more work. It is a bit dark. What program are you using to make it? Can we have a pic of the minimap.
Posted: 18 Mar 2006, 23:33
by genblood
Remember it's still work in progress .... So, I plan on changing
stuff and add features too ...
Here is the screen with the mini map .... The map size is 12x12 ...
I was planning on a more beach like texture map .... still up in the
air ....
Posted: 19 Mar 2006, 02:28
by Das Bruce
Don't use ota heightmaps.
Posted: 19 Mar 2006, 06:46
by LathanStanley
I'm very,
VERY, busy at the moment with other projects... they are starting to pile up.... but what kinda features are you planning on... yer bein pretty vague by saying "nice features"....
but if you can name some things you want, maybe a picture, or a well written description, I, or one of the modelers can work something out...
Posted: 19 Mar 2006, 18:29
by AF
it's tooo flat, adn the heightmap is too squarish...
Posted: 19 Mar 2006, 20:53
by mongus
Looks good.
be sure to put metal on water.
The texture is too dark, the rock look is nice, leave it that way and set hardness accordingly.
Its too dark for my screen rigth now, dark maps are a pain.
The size is good. 10x10?
Looks like amph units wont have trouble in the shores, that is possitive.
what are you working on? its not annihilator this time eh?.
... altougth, warships (warlords, millenium), dont have to "necessarily" be able to navigate in all the map (water part), be sure at least a part of the water is deep enough for this ships to cross.
Posted: 19 Mar 2006, 21:30
by genblood
Thanks for the input ... I'm going to redue the texture to
lighten it up ... and a few tweekies to the height map ...
Posted: 20 Mar 2006, 03:29
by SwiftSpear
I like the look alot, but use a darker skybox. It looks funny to have a dark misty moor ground texture and a baby blue sky.
Posted: 20 Mar 2006, 22:03
by genblood
If someone has some free time ... Can you make me a skybox
for this map. A night time skybox a moon and stars. You could
also, do a SciFi them skybox too .... strange planet and stuff
like that .... I'm not too picky person ....
Posted: 20 Mar 2006, 23:01
by FizWizz
I'm not bugged by the supposed "darkness" of the map, but the OTA-style of the heightmap does need to be changed.
Posted: 20 Mar 2006, 23:09
by genblood
FizWizz
I'm not bugged by the supposed "darkness" of the map, but the OTA-style of the heightmap does need to be changed
The height map is being redone .... but the layout will be similar
when I'm done with the new height map.
Posted: 01 Apr 2006, 19:45
by genblood
I'm at the point where I'm doing the final touchs to the map.
I've changed the height map ,texture and added some features
others have made ....
* added some Tiberium crystals with some small changes ...
* added 5 types of rocks
* added some EIStatues
* added a darker skybox
Their is metal in the water and land. I placed a few Geos too ...
So here are some screenies ....
I hope you like the changes ....
Post your comments ...
Posted: 01 Apr 2006, 20:22
by hrmph
I like it. Texturemap goes well with the night-time theme. I'm curious, how much metal/energy do the rocks/crystals give?
Posted: 01 Apr 2006, 22:34
by genblood
hrmph:I like it. Texturemap goes well with the night-time theme. I'm curious, how much metal/energy do the rocks/crystals give?
The rocks have energy/metal. The statue only metal and the
crystals only energy. Here is the list of the of the features:
rock1 = Metal 120 Energy 200
rock2 = Metal 120 Energy 100
rock3 = Metal 120 Energy 130
rock4 = Metal 120 Energy 130
rock5 = Metal 120 Energy 130
EIStatue1 = Metal 120
EIStatue2 = Metal 100
EIStatue3 = Metal 120
Tiberium03 = Energy 220
Tiberium05 = Energy 200
Tiberium07 = Energy 170
I'm thinking of adding another feature or two ... still up in
the air.
Posted: 02 Apr 2006, 02:40
by Das Bruce
Tiberium looks out of place.
Posted: 02 Apr 2006, 02:47
by LathanStanley
why are they so white??
looks like my textures aren't lining up right too??
I'm confused
Posted: 02 Apr 2006, 04:08
by SwiftSpear
Is the statue texture flipped?
Posted: 02 Apr 2006, 07:20
by Dragon45
the Easter Island statue looks rallly out of place on that map...
the problem is that the features arent assuming the shades of color and light of the landscape...