new map in the works called Core-Islies

new map in the works called Core-Islies

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

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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

new map in the works called Core-Islies

Post by genblood »

I've been working on a new water map. I'm calling it Core-Islies.
It's based on a classic TA map called Metal-Isiles. The map size is
28x28. The metal is all over even in the water. The metal output
for a level 1 mex is 2.0. The wind is around 3 - 11 mph and its
a very bright map compared to others I've done. So, here are
some screenies... Most don't like metal maps, but it's
also a good for naval warfare.

Image

Image

Image

Image

Image

Also, using hovercraft is a major plus on the type of map ... :o
It's done, but I'm still debating on releasing it ...

Post your comments, I have been listening to requests for improvements :roll:
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

yay! Gen finally found the brightness! Use that magnitude of light for all yer maps.
although this one is probably better than the other one out, don't make metalmaps.

I like what you did with some of the features in som of the previous maps you've made, but ditch the spheres dude. They are buttugly. little terrain enhancers (for a more urban style map use roadlights, but make em from boxes.. Not blobs. If you've got too much free time, you can make kickass cliffs with features too) work. i'd post a pic of one thing i saw that looked especially nice, but im on my pda atm.
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wired
Posts: 100
Joined: 10 Oct 2005, 21:02

nice bro

Post by wired »

very nice looking map you got there bro =D
i too and working on a watermap hehe.
cant wait to try this one
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

looks nice. you might want to take a look at these 2 things:

- atmosphere? maybe or more dark/red/black-ish color would fit the map better?
- is that grass on the last screenshot? don't know if that should be there..
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

The color of the sky I'll chabge alittle. An yes, thats is grass
I've fixed that and it's gone now. I'll release the map tomorrow
after I redue the sky settings.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

kewl! as i don't play mush metal maps, i do like these water metal maps, and play them as well (dunno why this is so!)

thx for the time and effort for making it!
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

*sings* STOP! in the name of love... *end sings*
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

So it's 4 islands with a really ugly texture?

Why in gods name did you decide to make the texture that low res? It looks terrible.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

ok, I am going to say this once..core prime indstrial area is the only good metal map remake.

I say that because the water is NOT BLUE ON CORE PRIME OR ANY OTHER CORE PLANET.

That being said, why do you bother with this? you could focus your creativity to more worth while endeavors.

people already have a metal map... speed metal. no other metal map is popular.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I loathe Speedmetal, but MetalHeck makes for a completely different game. I like a game on MetalHeck every once in a while.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

4 islands gets played alot, even though it is riddled with gameplay problems. It gets played because it's a naval version of speed metal and navy combat is fun.

I can see why we would want an improved version of 4 islands, but I can't see why he would make the texture so low res compared to it.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I suspect he used the ota texture....

Somthing really shitty about mapconv... I have no idea where or why it does it but mapconv does blur your texture. I F_$^_@#(^%ing hate that.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The texture is too low resolution, a part of that texture which would take up a soalrs worth of space on a normal metalmap has been stretched tot ake up something 6x the size.

That and a metal texture in that lighting would be shining, be it a rusty glint or a polished shiny look.

Also it needs a metalic looking detail txture, it's metal not dirt so a dirt detail texture just looks silly.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Thanks for your comments ...
I'll see what I can do with the water and
I'll make a more detaiedl metal texture.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Also north has an advantage in that one of the north players will get 2 of the middle islands whereas the bottom 2 have to put in the extra effort to get 2 islands.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I suggest that play a little more TA if you're going to draw inspiration for it. For instance, play the first core missions, or the last arm missions, of the initial campaign, wile playing extra-attention to:
- The scrolling landscape in the briefing screen
- What you see on your screen when you play
- The endgame "glamour" picture.

Ok, I can understand that you don't have enough time to play TA campaigns, so here's a shorcut:
- Get HPI View
- Run it and open Totala4.hpi from your CD2
- Look into /maps/AC22.tnt. Pay attention to color, and precisness of the texture detail. Scroll down to see water.
- Look into /bitmaps/glamour/Arm20.pcx to Arm25.pcx and Core01.pcx to Core04.pcx
- Open Totala1.hpi from your HDD (with HPI View too)
- Look into /anims/Metalbrief.gaf


- Your water is blue. Core Prime water is dark green.
- Your sky is blue with clouds. Core Prime sky is black, with stars (and the "dump" moon).
- You have grass on your metal. There is no grass on Core Prime
- Your walls and reliefs are all smooth and round. Core Prime relief has hard sharp edge.
- Your metal texture is so blurry it hurts. Core Prime surface has sharp details.


So, either redo everything to suit Core Prime theme, or, more simply, replace the metal texture ripped from TA by some other texture.

This is what Core Prime looks like:
Image
Image
Click for a full gallery.


This is what your map looks like:
Image

And NO, mapconv is not to blame for smoothed wall edges and blurry texture. You are.
Das Bruce wrote:*sings* STOP! in the name of love... *end sings*
I don't want to be mean, but I agree with Das Bruce.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

for getting rid of smoothing in Mapconv (which is very minute tbh) don't use the lowpass filter, remove "-L" from your compilation settings.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

The following things would only take approximately 10 minutes(excluding skybox) and get a lot of ppl of your back..:D
Use Bryce, it has a good heightfield editor which has a straighten edge function. It also lets you view it in 3D which is pretty handy imho.
Metal maps luv being tiled, so just import some highres core-ground images and use Photoshop's pattern maker to tile them up.
Water is just a matter of changing the smd, you could borrow the skybox from core prime, or make a new one if you don't want to be a rip off.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I'll fix the texture and the sky. I NEVER SAID IT WAS A REMAKE
of Metal-Islies .... This is a map I made up with some features
that look like Metal-Islies. I'll take the time and make it look
better and also change the water too.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

OK, I redone it over ...
So, here are a few screenies ..


Image

Image

Image


Any comments...
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