New Eternal Struggle and Destination: Mars thread

New Eternal Struggle and Destination: Mars thread

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

Moderator: Moderators

Post Reply
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

New Eternal Struggle and Destination: Mars thread

Post by Buggi »

Okay guys... It's about time I convert the original maps I created long ago.

Eternal Struggle was the map of the world (or most of it) at 32x32 and Destination: Mars was 40x30.

First question, has anyone attempted base textures this size yet? Back when I created them originally I had to program my very own map conversion software (Remember SharpMap?).

Second question, I don't (really dont) have time for all the subtlies of features, so if someone really skilled out there will help me with that, I'd be ever-so-grateful.

Third is the "ambiance" of the map. I can set my 3.2 GHz computer on crunching the map no problem, so if someone can work on the cubemap or other items you think would make a map JUST that much better, I would be very thankful.

In case you couldn't tell, I love big maps, big battles, and lots of carnage.

As a side note, I have extra processing power in case someone has a map and no computer power to make it.

Thanks all! Looking forward to the collaboration!

-Buggi
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

rebalance them!
upgradeable mex spots!
reasonable wind!
and on Epic Struggle SCALE IT DOWN. It played horribly, make it a close up of russia or something with a crapload of rivers and fairly wide choke points
Destination Mars needs complete rebalancing and a new heightmap with some more varied terrain (screw realism, the umm...cosmic space dust means everything NASA gets it LIEZ! LIEZ I SAY!)
Loved the look of your maps though
(remember Epic Struggle can still be epic if its big, its the terrain and the metal balancing that makes for the gameplay
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

"Eternal" struggle. ;)

I was hoping to get some help on the metal balancing, that's a VERY easy thing to change once the main texture is "tileized".

Can you explain the "upgradable mex spots" comment?

Resonable wind?

As for the terrain. That's a tougher consideration. I was always going for outline, not detail. I wanted to capture the war on the entire planet, not on either side of the Nile.

On my map Asia Pacific you could battle for Australia, then move to the islands, etc etc. Sort of like a very advanced game of Risk. Plus I wanted enough distance to be far away from those dreaded Berta cannons. I'm not sure I'd make the maps smaller, but I could retexture them a bit so it's not so BLAH looking.

For Mars I agree with the heightmap. Some parts were just to outragous. But it IS mars, and Olympus Mons IS the tallest known volcano...

The metal map should be varied a little, but the entire surface should give you metal, fractional most places, but concentrated in others (the surface is iron oxide people!) I'm hoping a feature guru can come up with some good looking features for the metal spots and other alien features for it.

Can Spring handle maps larger than 40x40?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

Buggi wrote:Can you explain the "upgradable mex spots" comment?
I think he means that he wants the mex range to be big enough that he can easily que up a lot of Moho upgrades and self-d the mexxes later
Buggi wrote:Can Spring handle maps larger than 40x40?
definately not with shadows... maps that big are not supported, so if they work, congrats...
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

wind 0-19 0-20 ish
As for the terrain. That's a tougher consideration. I was always going for outline, not detail. I wanted to capture the war on the entire planet, not on either side of the Nile.

On my map Asia Pacific you could battle for Australia, then move to the islands, etc etc. Sort of like a very advanced game of Risk. Plus I wanted enough distance to be far away from those dreaded Berta cannons. I'm not sure I'd make the maps smaller, but I could retexture them a bit so it's not so BLAH looking.
don't do it, the gameplay will suck and it will be unplayable =( im not saying 'don't make a 30x30 map' im saying by all means, but make it encompass a smaller area of the globe, if you get my drift. It would be a lot better, and then you could make a world series of maps ;) with several 1000 maps ;D
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Maps that big can be made now, by saving the texture files as jpg.

the current mmapconv has a filesize limit of about 650 MB
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

On a releated matter... I making a 12 x 36, will shadows work on it?? or does it have to much width, I cant remember.

Good to see u back buggi!!

aGorm
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Better hold off, the new new format will be in shortly. :D
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

? August?

We've been aware of the new format for some months now, september seems a more likely time at the earliest.
Post Reply

Return to “Map Creation”