.:New map - Lush Impact:.

.:New map - Lush Impact:.

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Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

.:New map - Lush Impact:.

Post by Hunter0000 »

10 x 10...


http://www.fileuniverse.com/?p=showitem&ID=3678

Image

Image
Image
Image
Image
Image


comment away, especialy on the metal.
Last edited by Hunter0000 on 11 Jul 2006, 08:54, edited 1 time in total.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Reminds me of command and conquer for some reason. :D




Minimap?
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Minimap or I don't d/l.
Hunter0000
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Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Sorry, completely forgot the minimap =P

edited into the OP
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clericvash
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Joined: 05 Oct 2004, 01:05

Post by clericvash »

Nice looking map!!
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Interesting design. Looks like a good map. I'll have to dl this one.

PS. Argh damn imageshack banners.
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Glad you got this working, it looks fun.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Hay man!!! NEAT!! Looks like a goer to me. My only quarm wouyld that the mountains look kinda like there is sand patches on them, which looks a little weird... I think its because its bleading up the sides... If it were grass that would be fine as grass can grow sideways, but for sand it looks odd!!

Butt he lush center is cooL!! as is the water!

aGorm
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unpossible
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Post by unpossible »

Splash damage FTW - great looking map. i think the 'mountains' look fine :P
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AF
AI Developer
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Post by AF »

Give it a skybox with huge lushious mountains and I'd say it was perfect.

Very good looking screenshots, cant wait to play it.
Hunter0000
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Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Thanks for all the feedback on the terrain hehe.

one thing I have noticed is sometimes it seems a bit easy to get the very green,swampy water texture out of the water, which looks really crappy. Please give me some feedback on this one, so maybe I will harden the ground/soften the green.

Im thinking the metal is a bit low right now, but then again there are lots of metal patches. Right now in AA each gives 1 metal with a normal mex (excluding the center spot). Maybe 1.5 or so?

Lat thing is, let me know how effective it is to use the other desert to sneak around somone's defenses/radar. THat was pretty much the intention of those pasages. The crater itself does a very nice job of focusing the radar inside of itself and not allowing much coverage elsewhere without radar posts setup. Let me know how this plays for you.

As far as a skybox.... maybe, if I have time. Although for the surounding I was thinking more on the lines of a desert.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Really nice idea!

I love the mountains!

However when one terrain goes into the other the edges looks really genertic, which looks a bit weird. ( it shouldn't be a perfect circle IMO)

Metal could perhaps be bumped up a bit like 20 - 40 % So mexes give 1,2 - 1,4 M/tic.



Great works though!
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Molloy
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Joined: 05 Jan 2005, 22:05

Post by Molloy »

I love this map. Circular, donut type maps are something we don't see enough of. Nice for teams or FFA. It's the sort of size I like as well.

I'd be with Noize. 1.2 to 1.4 metal would be nice.
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AF
AI Developer
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Post by AF »

Have you tried upping the hardness of the map so it doesnt deform in that area?

If it can only be set mapwide then set it as hard as deformation lags anyway
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aGorm
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Post by aGorm »

Out numbered n the mountains!!!

NOiZE does have a point on teh transition from grass to sand, the way it just dithers... but its your first map!! S o dont worry on that one!

Also, you can use teh typemap to set the middel as being (for instance) 100 times harder than the base hardness... (PS you can also do it the the montains so that they dont deform... neat huh?)

Thats should solve your water problem...

aGorm
Hunter0000
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Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

I was thinking of using a typemap to make the center very hard, but then again that would look really silly seing how its a swamp...

I might just double the hardness and leave it at that, then only large impacts like nukes should deform much, and somthing like that is likely to do it over a large enough area to not cause weird water issues.

On the texture, yes the circles look horrid, this stems from A. the heightmap is pretty generic and B. Im just learning how to properly mix climates and do water effects in L3Dt so my lines are a bit streight and obvious.

I'll most likely update this later today.
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NOiZE
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Post by NOiZE »

Well probally you could do some photoshopping on the lines :)

let them belnd into each other or somehting
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aGorm
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Post by aGorm »

Actully.... thinking about it why is teh under water part textured?? n define a serface texture for those without classy water, and for those with it you wont realy see the texture anyway?? And you can sett eh water colour to green aswell...

aGorm
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

AF wrote:Give it a skybox with huge lushious mountains and I'd say it was perfect.

Very good looking screenshots, cant wait to play it.
Here is a skybox that might work with this map.

Screen

Image

http://www.fileuniverse.com/?p=showitem&ID=2003
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AF
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Post by AF »

Nah, it doesnt fit with the sky, it needs to be much brighter like the map, but its a good start
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