Page 1 of 2
.:New map - Lush Impact:.
Posted: 11 Jul 2006, 07:00
by Hunter0000
Posted: 11 Jul 2006, 08:34
by Ishach
Reminds me of command and conquer for some reason. :D
Minimap?
Posted: 11 Jul 2006, 08:36
by LOrDo
Minimap or I don't d/l.
Posted: 11 Jul 2006, 08:54
by Hunter0000
Sorry, completely forgot the minimap =P
edited into the OP
Posted: 11 Jul 2006, 09:44
by clericvash
Nice looking map!!
Posted: 11 Jul 2006, 12:51
by Cheesecan
Interesting design. Looks like a good map. I'll have to dl this one.
PS. Argh damn imageshack banners.
Posted: 11 Jul 2006, 14:46
by Erom
Glad you got this working, it looks fun.
Posted: 11 Jul 2006, 14:58
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
Posted: 11 Jul 2006, 15:11
by unpossible
Splash damage FTW - great looking map. i think the 'mountains' look fine

Posted: 11 Jul 2006, 15:46
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.
Posted: 11 Jul 2006, 18:20
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.
Posted: 11 Jul 2006, 19:09
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!
Posted: 11 Jul 2006, 20:51
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.
Posted: 11 Jul 2006, 21:27
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
Posted: 11 Jul 2006, 22:20
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
Posted: 11 Jul 2006, 22:26
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.
Posted: 11 Jul 2006, 22:35
by NOiZE
Well probally you could do some photoshopping on the lines :)
let them belnd into each other or somehting
Posted: 12 Jul 2006, 10:21
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
Posted: 12 Jul 2006, 12:40
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
http://www.fileuniverse.com/?p=showitem&ID=2003
Posted: 12 Jul 2006, 13:14
by AF
Nah, it doesnt fit with the sky, it needs to be much brighter like the map, but its a good start