New Map in the works ....

New Map in the works ....

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 ....

Post by genblood »

Here are some screenies of a new map. I still have to add trees
and some Geos. I'm thinking of adding some rocks and a few other
features too. Also, I added a feature to be put on top of the metal
deposits too. So, here are the screenies ...


Image
Image
Image
Image
Image
Image
Image
Image


Post your comments ...


:|
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Okay here's some input:
1. The texture is too blurry.
2. The crystals don't blend in too well with the surroundings.
3. You definately want to add some brown rocks.

Otherwise good, a solid design. It's refreshing to see an arid map for a change.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

ARGH


PIMPLE HILLZ MAKE BABY JESES CRIES!
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I love the crystals, even if they stand out to an almost hillarious degree. You should either make the backround jive more with the crystals, or make the crystals jive more with the backround. And unblurr the texture.
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Jesus christ, Unblur that texture, It looks like the inside of my stomach. And the crystals. *blurgh*
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

Good .. comments ...

* I'll improve the main texture.

* I'll replace the crystal feature with a more metal looking feature.

* I'll add some rocks and maybe some other features.
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

The heightmap seems really familiar...
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hrmph
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Joined: 12 May 2005, 20:08

Post by hrmph »

Erom wrote:The heightmap seems really familiar...
Exactly what I thought when I saw the first picture.
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

Erom
The heightmap seems really familiar...
hrmph
Exactly what I thought when I saw the first picture.
If you can quess I'll give you a cookie ... :lol:





Here are some MORE .. screenies ..
I changed the texture ... An DON"T say its blurry That's what the
look I wanted. I want to be different ... Also, I added a big Tiberium
crystal on top of the metal deposit ... I just need to add a few Geos
and I'll be done with the map.

Image

Image

Image

Image
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It loosk worse than the first one.

the only probs with the first one was the lack of texture detail and those crystals lookin out fo palce. Tinting the crystals so they where similar colour to the terrain would fix the latter one...
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Those crystals look really good. On some OTHER map. On this map they look like someone dropped their vampires in my zombie story. Or something like that.

Wait...would that be so bad?

I repeat what I said before: Jive the fetures with the map.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Genblood, for the love of god will you stop rendering this crap at 1:8 ratio and do it right!?

Blurry == crap.

1:1 ratio. If you don't know how to do 1:1 then read my tutorial.
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Forboding Angel wrote:Genblood, for the love of god will you stop rendering this crap at 1:8 ratio and do it right!?

Blurry == crap.

1:1 ratio. If you don't know how to do 1:1 then read my tutorial.
What if 1:1 kicks your computer in its 'man berries' and leaves it crying on the floor?
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

Forboding Angel
Genblood, for the love of god will you stop rendering this crap at 1:8 ratio and do it right!?

Blurry == crap.

1:1 ratio. If you don't know how to do 1:1 then read my tutorial.

What do you mean by 1:1 ?

Explain more ... I don't know what you are talking about?
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

In other words, for all that is good and true, Unblur that hideous and ugly texture. Otherwise no one will play this remake of Greenhaven.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

genblood wrote:Forboding Angel
Genblood, for the love of god will you stop rendering this crap at 1:8 ratio and do it right!?

Blurry == crap.

1:1 ratio. If you don't know how to do 1:1 then read my tutorial.

What do you mean by 1:1 ?

Explain more ... I don't know what you are talking about?
When you load your hieghtmap into L3DT blow it up to the size you want your texture map first. That way you get a very high resolution and high quality texture map for your heightmap.

Don't we have enough greenhaven remakes already? Noize just did a new one, although he gets points because he totally redid the heightmap.
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

My L3DT canT take any decent size of texture >.< How do you guys do it?
zorbawic
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Joined: 07 May 2006, 15:09

Post by zorbawic »

Comp1337 wrote:My L3DT canT take any decent size of texture >.< How do you guys do it?
l3dt pro ? or if the texture is really big divide it in to pieces and render them separately.
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Pro? does it cost money?
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Comp1337 wrote:Pro? does it cost money?
Yes, but you can mail Aaron to recieve a trial version, which has all features enabled. When the key expires after a month or so you can just type it in again.

Genblood:
Okay here's what you do:
1. Make a custom climate. Do not use water or salinity. This will allow you to the skip water flooding step, which uses approximately 1 gb or so RAM for a 16x16 map, thus you avoid turning mosaic tile paging on, saving both time and trouble as we want complete control of where our textures go on the map.

2. Import your heightfield into L3DT as a design map, lowest settings on hf generation slider. This will give it 32-bit accuracy after L3DT generates an improved version of your heightfield, removing any contour lines you might have created.

3. Generate attribute and light map. I prefer using some slight shadowing to break the dullness and also because engine shadowing in spring is too slow, so most people don't use it anyway.

4. Render texture map, using the default 1:1 ratio of heightfield to texturemap. If necessary enable mosaic tile paging here. They can later be combined and exported as a single tile. Voila!

Hope that's of some use to you. Good luck.
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