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Raised Divide v1.4 Final

Posted: 07 Apr 2006, 07:50
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

Posted: 07 Apr 2006, 08:23
by Dr.InfernO
wow nice ground textures!

Posted: 07 Apr 2006, 09:10
by mufdvr222
That texture is amazing. :shock:

Posted: 07 Apr 2006, 09:45
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 !

Posted: 07 Apr 2006, 11:11
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....

Posted: 07 Apr 2006, 13:19
by mufdvr222
OverDamage, what did you make the texture with?

Posted: 07 Apr 2006, 13:25
by Das Bruce
$10 says L3DT

Posted: 07 Apr 2006, 16:02
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

Posted: 07 Apr 2006, 17:15
by Egarwaen
Looks awesome, I want to try it and see how it plays.

Posted: 07 Apr 2006, 22:37
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!

Posted: 07 Apr 2006, 23:10
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.

Posted: 07 Apr 2006, 23:57
by Dragon45
+ Ground Texture
+ Layout

-- Wind
-- metal

Posted: 08 Apr 2006, 00:02
by NOiZE
there are some errors in the texture though...

Posted: 08 Apr 2006, 00:34
by submarine
wow this map looks just beautiful :)

Posted: 08 Apr 2006, 03:20
by genblood
I like the look, but you need to add start postions to your
map.

Posted: 08 Apr 2006, 03:55
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.

Posted: 08 Apr 2006, 09:14
by SwiftSpear
From the overhead I thought it would be ugly but those screenshots are absolutly gorgeous. Good job!

Posted: 08 Apr 2006, 10:46
by NOiZE
Great work...



a few of those texture lines are still there :x

Posted: 08 Apr 2006, 11:56
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 ...

Posted: 09 Apr 2006, 00:52
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.