Raised Divide v1.4 Final

Raised Divide v1.4 Final

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OverDamage
Posts: 46
Joined: 06 Mar 2006, 09:47

Raised Divide v1.4 Final

Post by OverDamage »

Raised Divide v1.4 Final
8 x 10, 13 MB

The mapper: OverDamage, would-be game developer. Creator of 1 map...this map!

The idea: A re-imagined Small Divide type map made for 2v2 and 3v3 battles, but without the "uber win button" hills. Asymetric in design, this map's focus is on base to base combat above all else.

The update: 1.2
Re-mastered texture (no more texture lines)!
More visible metal patches!
More trees!
1 metal patch from each side moved!
LESS WIND! (3-20)
LESS METAL!


The update: v1.3
Further tweaked texture (not much diff from 1.2)
Tweaked height map (should fix kbots going up cliffs)
Tweaked atmosphere (new sun/sky colors make it look even better!)
Start positions for 6 players (I hope you're happy genblood) OOPS they don't work! d'oh!
Slightly more wind than v1.2 (3-22)


The update: v1.4 Final
Texture seams/lines further reduced!
Start positions fixed, 6 players!
Most "Unknown feature..." errors should no longer appear on map start (not that they caused problems anyway), 1 remaining "unknown feature type" error should not cause problems

Rocks were not added, maybe next map :P
This is the final version of the map

The map:
Image

The screen shots:
Image

Image

Image
V1.2 screeny

Image
v1.3 screeny
Last edited by OverDamage on 12 Apr 2006, 01:16, edited 11 times in total.
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Dr.InfernO
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Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

wow nice ground textures!
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

That texture is amazing. :shock:
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

NICE MAP!!!

but in my tradition i found something to complain about:

- Wind is way too high i mean 15 - 25, that's almost always much as a solar, and a windgen cost way cheaper! Even when wind is like 4 - 15 then it's still worth it to get winds....

- And the metal spots look a bit weird

I hope you want to fix those things for a V2 !
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Very nice map 8)


You need to update the smd file to include the start positions
now. Also, the wind is a little too high , but its up to you. Keep
up the good work....
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

OverDamage, what did you make the texture with?
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

$10 says L3DT
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

yep it was l3dt. I'm working on coaxing it out of him how he got so many land types to work on multiple surfaces :D

It does look really awesome tho. I wanna play it :D
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Looks awesome, I want to try it and see how it plays.
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OverDamage
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Joined: 06 Mar 2006, 09:47

Post by OverDamage »

Thanks for the compliments, it took hours of fooling with L3DT climate files to get the textures right.

As far as problems go, people are saying:

Too much metal
Too much wind
"I can't see the metal patches waaaaaa"

These problems will be fixed along with some feature improvements in then vext version. However i won't be changing the metal patch placement, this arangemet was what i wanted, I didn't want the middle of the map to = win.

Also keep your eyes peeled for an "extended version", the details of which I can't comment on just yet!
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

OverDamage wrote:Too much metal
Too much wind
"I can't see the metal patches waaaaaa"
The metal patches do tend to blend in, but it's not a problem if you use the metal map.

Too much wind does seem to be a problem.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

+ Ground Texture
+ Layout

-- Wind
-- metal
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

there are some errors in the texture though...
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

wow this map looks just beautiful :)
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

I like the look, but you need to add start postions to your
map.
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OverDamage
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Joined: 06 Mar 2006, 09:47

Post by OverDamage »

NOiZE wrote:there are some errors in the texture though...
I think you are refering to the obvious texture lines where the tileing is not so seemless, this has been fixed with v1.2 8)
genblood wrote:I like the look, but you need to add start postions to your
map.
ok ok, that will come with v1.3, along with some other stuff.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

From the overhead I thought it would be ugly but those screenshots are absolutly gorgeous. Good job!
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Great work...



a few of those texture lines are still there :x
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

Almost their ... :lol:

Here is a example for the players positions that
is used in the .smd file .

[TEAM0]
{
StartPosX=509;
StartPosZ=473;
}
[TEAM1]
{
StartPosX=5687;
StartPosZ=5604;
}
[TEAM2]
{
StartPosX=4908;
StartPosZ=612;
}
[TEAM3]
{
StartPosX=471;
StartPosZ=5627;
}


You can use the TASClient app to view your
player locations by selecting Battle screen.
After that you select the map from the menu
and click on the map. It will show you a mini
picture of the locations.

Image

Looking forward to your next map ...
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OverDamage
Posts: 46
Joined: 06 Mar 2006, 09:47

Post by OverDamage »

Yeah I figured out the problem with start positions last night at around 2am. I was using Maelstroms SMD creator v3.1 which used X and Y, instead of X and Z. I fixed the problem but was too tired to upload it.

I'll also take a look at the texture some more just so Noize will stop complaining about the texture lines, even though they can no longer be seen during normal play (unless you TRY to see them). Maybe I'll add a few rocks too just to round out the final v1.4, which will be ready later tonight.
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