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new map in the works called Core-Islies
Posted: 14 May 2006, 22:36
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.
Also, using hovercraft is a major plus on the type of map ...
It's done, but I'm still debating on releasing it ...
Post your comments, I have been listening to requests for improvements

Posted: 14 May 2006, 22:54
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.
nice bro
Posted: 14 May 2006, 23:35
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
Posted: 15 May 2006, 02:57
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..
Posted: 15 May 2006, 03:26
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.
Posted: 15 May 2006, 03:27
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!
Posted: 15 May 2006, 05:49
by Das Bruce
*sings* STOP! in the name of love... *end sings*
Posted: 15 May 2006, 05:54
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.
Posted: 15 May 2006, 05:59
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.
Posted: 15 May 2006, 06:03
by FizWizz
I loathe Speedmetal, but MetalHeck makes for a completely different game. I like a game on MetalHeck every once in a while.
Posted: 15 May 2006, 06:04
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.
Posted: 15 May 2006, 06:18
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.
Posted: 15 May 2006, 11:18
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.
Posted: 15 May 2006, 11:26
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.
Posted: 15 May 2006, 11:34
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.
Posted: 15 May 2006, 15:23
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:


Click for a full gallery.
This is what your map looks like:
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.
Posted: 15 May 2006, 16:57
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.
Posted: 15 May 2006, 18:26
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.
Posted: 15 May 2006, 22:19
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.
Posted: 20 May 2006, 14:34
by genblood
OK, I redone it over ...
So, here are a few screenies ..
Any comments...