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.:New Map:. Greenheaven
Posted: 03 Jun 2006, 16:22
by Forboding Angel
First of all I apologize for the cheesy name. I was asked to redo greenhaven. I could not get things how I wanted them so I ended up redrawing the entire heightmap.
I have it looking quite nice now. It is 28x28 and set up for 5 vs 5 play. Unfortunately I had to remove the geo's. If I manage to get mapconv to like them I will release a new version. There are currently 7882 features on this map (trees).
Unfortunately, the download size is horribly hefty at 27 megs.
I will be releasing a 16x16, that is nothing but a retexture of greenhave as well (because I was asked to).
Download here:
http://fileuniverse.com/?p=showitem&ID=3369
Mini and Screen:

Posted: 03 Jun 2006, 16:30
by NOiZE
Looks nice
except those bright trees!
and i thought you were going to add a rock or two..
Posted: 03 Jun 2006, 16:38
by AF
The trees dont fit at all, we're in desperate need of replacement trees.
But the map looks very nice, nice and bright, big, interesting, the minimap looks very curious, the sort of map you'd want to explore......
If onyl we had more bright maps, instead of the dull usual maps
Posted: 03 Jun 2006, 16:43
by Forboding Angel
problem is that there are very few ways to make a green mao bright. THis one is pretty bright. Not as bright as I would like, but you can't really achive the right brightness by tailoring the texture to it.
The sun in spring does very little.
Only real way to brighten up a texture is the add a custom detail texture, and that is hardly a solution
Trees have always sucked. You might as well get used to them

Posted: 03 Jun 2006, 19:25
by KorJax
Hmm... it may be jsut my tastes, but im not fond of it, looks alittle basic, but it is a remake, and it probibly plays well :)
Is there any chance to release a smaller 1v1 or 2v2 version (like take on of the symetrical corners and release that by itself?)
Posted: 03 Jun 2006, 20:14
by Forboding Angel
KorJax wrote:Hmm... it may be jsut my tastes, but im not fond of it, looks alittle basic, but it is a remake, and it probibly plays well :)
Is there any chance to release a smaller 1v1 or 2v2 version (like take on of the symetrical corners and release that by itself?)
Yep in a way you are right. It is basic. thats the way greenhaven was/is though.
Posted: 03 Jun 2006, 23:15
by Das Bruce
Posted: 03 Jun 2006, 23:22
by Drone_Fragger
Is this the "post pictures thread?"
Posted: 03 Jun 2006, 23:23
by NOiZE
NO it's not...
Das Bruce tried (and failed again) to add contructive critique
Posted: 04 Jun 2006, 01:27
by aGorm
My only concern would be the sloppy tree placement... (IE the trees look totaly random, and on teh brown hill sides that makes them look odd...)
aGorm
Posted: 04 Jun 2006, 05:38
by Forboding Angel
aGorm wrote:My only concern would be the sloppy tree placement... (IE the trees look totaly random, and on teh brown hill sides that makes them look odd...)
aGorm
the feature placesment is the same as the original, so don't look this way. Besides, trees in spring look like shit anyway.
Posted: 04 Jun 2006, 06:21
by hrmph
Looks great. Grass texture is nice and vibrant.
Posted: 04 Jun 2006, 15:42
by zwzsg
The hills looks too mirrored, that looks unnatural. I'd prefer the minimap to remind me of an aerial view of a hilly countryside than of Rorschach tests.
Posted: 04 Jun 2006, 16:30
by IceXuick
looks nice !
the darker green trees look really okay, fit in nicely BUT should be placed otherwize, even though it's like the original, the way it is now is stupid, and if trees are placed a bit otherwize, it doesn't affect gameplay.
Psst, in desert triad OTA remake, i didn't place the rocky-features exactly like the original... Just made them fit better :)
it's only a 5 min job, so plz do it, it will look even better, instead of a look-ing-rushed thingy.
Posted: 04 Jun 2006, 16:32
by IceXuick
zwzsg wrote:The hills looks too mirrored, that looks unnatural. I'd prefer the minimap to remind me of an aerial view of a hilly countryside than of Rorschach tests.
agreed, but if this is the original...
i also don't like mirror-ness in maps, but you can make maps alot faster this way
i dunno if FA likes to make a full new heightmap, and re-render everyting.. though.... he could do this, and make the trees better as well
we'll see
Posted: 05 Jun 2006, 00:24
by Forboding Angel
IceXuick wrote:zwzsg wrote:The hills looks too mirrored, that looks unnatural. I'd prefer the minimap to remind me of an aerial view of a hilly countryside than of Rorschach tests.
agreed, but if this is the original...
i also don't like mirror-ness in maps, but you can make maps alot faster this way
i dunno if FA likes to make a full new heightmap, and re-render everyting.. though.... he could do this, and make the trees better as well
we'll see
I also find mirriong annoying, but sometimes it has to be done. You don't seem to realize that I had to redraw the heightmap. The original sucked and I got it as close as I could manage.
Ok ice, when making 28x28 mirroring takes more time... a lot more. Because you have to have 9 layers that are sized at 14336 in photoshop and line them up. Takes a long time.
5 minute job??? there are 7882 features on this map. You explain to me how it's a 5 minute job. Desert triad is an 8x8, this is a 28x28 == much bigger. Maybe I should just take the trees out.
Posted: 05 Jun 2006, 01:28
by Andreask
I am with Das Bruce on this one.
While i like most of your maps Forb, this toxic green land of pimple heads is nowhere near your usual standards.
You said that you could not get where you wanted, and it shows.
If you want to do a bigger version of green-heaven, i suggest using an approach more in the direction of River-Dale but with symmetry, creating a land-scape without Akne.
You actually did a remake of Greenheaven already, but with fewer hills, which plays quite well. Thats what i mean by "River-Dale-ish".
I think it is quite possible to make a huge "Greenhaven" for EE without going this route, just by increasing the size of the hills, their height, and the space between them.
Posted: 05 Jun 2006, 01:32
by hrmph
You could do it in 5 minutes or less with a bit of photoshop 'magic.' First take the heightmap image and paste it as a separate layer on top of the featuremap. Then select all the black space on the heightmap with the magic wand tool. Now Inverse the selection and select modify and border. You'll have to play around with the border value to get a good result. Just make sure the selection contains the whole gradient that makes up the sides of the cliffs. Then just take the selection and use it to delete the trees from the featuremap layer. Of course it isn't perfect but is a quick fix that looks fine (definite improvement atleast).
Posted: 05 Jun 2006, 05:02
by Forboding Angel
Uploading a new version. Tree's are gone. I don't wanna hear about it any more.
Heights have been lessened, in EE lv1 tanks can easily make it up the hills.
Now as far as greenhaven goes... I am releasing a 20x20 of ACTUAL GREENHAVEN. The reason it is 20x20 is so that the hills aren't so "pimply".
Also, Evergreenhaven was a REMAKE (slight mods done to the heightmap). The reason it does not have "pimple hills" is because the evergreen tileset didn't have any hills that small. Grrrr.
Posted: 05 Jun 2006, 07:07
by Forboding Angel
New updated screenie