..:: Map in Progress - Desert Triad Remake ::..

..:: Map in Progress - Desert Triad Remake ::..

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Do you want to change metal layout?

Yes, i don't like most metal in centre
8
42%
No, it's fine the way it was in OTA
11
58%
 
Total votes: 19

User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

..:: Map in Progress - Desert Triad Remake ::..

Post by IceXuick »

Well, after spoken to Noize (again):P he asked me to re-make the allknown desert triad. I am busy with the map, but it is near completion. All the original metalspots and outputs, geo's and offcourse the heightmap, are ready. Let me know what you think about it, its a 8x8 map, so a bit larger than the original (which was 6x6).

A trial version can be downloaded here, but expect a official release, which also has features in it.
:arrow: http://icexuick.dagdief.nl/taspring/DesertTriadV10.sd7


Image

Image

Image

Image

Texture is also a bit brightned in newest compile.
Last edited by IceXuick on 22 Jun 2006, 18:33, edited 3 times in total.
Proply
Posts: 36
Joined: 07 Sep 2005, 12:22

Post by Proply »

looks great :)
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

It has that cool "paper machet" feel of your other maps. They look like a childrens pop up book. very bright, very colourfull and VERY VERY cool!

Keep up the good work.


And remake Meatal Heck.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

if IceXuick is going to keep making bright-happy maps like this and all his others (not to be taken negatively or insultingly), we are going to need cell-shaded rendering to make battling armies fit in!
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Now cell shaded TA units, with a deliberatly cartoony air would be a priceless change of pace.

Now if only we could have explosions that go "KLAFLOOY!" In big words on the map!
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

The sediment deposits look a little odd, but other than that, it looks really good. Can't wait to try it. :) Thanks for giving us so many awesome-looking, reasonably-sized maps!
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Black lines are WAY overdone.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Das Bruce wrote:Black lines are WAY overdone.

Exactly! And that is why its great!
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

No, thats why its ugly. And can't you be more orriginal than rush for the center metal placement.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

in all honesty icexiuck this map seems rushed.

It looks neat however, it is quite surrealistic the way the lines are very bold. This gives it a cartoon appearance.
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Das Bruce wrote:And can't you be more orriginal than rush for the center metal placement.
Dude, he's just remaking it with original metal placement.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Comp1337 wrote:
Das Bruce wrote:And can't you be more orriginal than rush for the center metal placement.
Dude, he's just remaking it with original metal placement.
That doesn't mean the original metal placement was good.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Image
Anyway, whats wrong with improving it?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Looks great so far
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I like this one- it has a nice, painted feel to it, great variety of color, with obvious balance and harmony. I have to agree with the comment about the black lines, though- they feel overdone and too thick. A little play with Curves or Threshold might very well fix this. It's minor, and really only a problem when viewed from the sides- when viewed from OTA view, it's not terribly offensive.

Also, I'd like to see rocky mesas that have more of the geometric cleanliness of the real things sometime, but that's really just a side jaunt. Very nice overall.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

a little side note

A 6x6 map in ta is a 12 x 12 in spring.
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

Nice map .. btw. it really seems like metal is not spread perfectly balanced.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Forboding Angel wrote: A 6x6 map in ta is a 12 x 12 in spring.
NO that's not true:

Image
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

teh kewl!
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Mmm, I think your other maps aesthetically were a bit better than this one.

I am really pleased that you are remaking this map, as it is one of my favourites from OTA, and I think Spring is definitely lacking some small, tight 3FFA maps (which, in my opinion, make for the best games).

I think in this design, the 'desert feel' has somewhat been lost. The hills appear to me to be a little artificial, and contrast quite heavily with the realistic texture of the flattened areas.

Some of those shots look more like the Road Runner will come hurtling down the road then a bunch of PeeWees.

With regards to the heightmap, I think that you haven't visually explained why there are these strange shapes coming out of the flat solid ground. Geologically, shapes like these form because the soft sand is eroded around these hard, rocky escarpments and mesas. Your hills tend to look less like plateaus rising from the harsh desert sand (which should be a little less flat, I think), and more like green hills that are wearing a desert coat of paint.

Finally, while I have commented on the stark contrast between the hills and the desert floor, I think the way you have merged the two hasn't been very succesful (smudge tool?), so that the two don't really look to be part of the same landscape at all, but one superimposed on the other.

I don't at all mean to sound overly critical. I'm a big fan of your maps thus far, Ice, and I'm glad that of all the mappers, it's you that has picked this one to re-do. I just wanted to share my opinion on one of my favourite maps ;)

In terms of gameplay, it is essential that only the commanders can get up and down the three major mesas. If you are feeling very true to OTA, fleas and thuds could get up there too.
Guardians (or whatever long range cannons a mod has) should be vital, but shouldn't be able to reach one mesa from atop another mesa.

Building on the mesas should be a very tight squeeze, and you definitely shouldn't be able to get much up there. Your mesas look a bit more roomy, but this is a design decision which you'll have to make.
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