New map! NuclearFalloutv2!!

New map! NuclearFalloutv2!!

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BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

New map! NuclearFalloutv2!!

Post by BoredJoe »

Just made my first map called NuclearFallout:

16 x 16 map, that's hopefully a good map for 3 way FFA's

any hints/tips are welcome- i think it looks pretty good though.


version 2 is here! i had to choose between bad texture and awesome grass and good texture and no grass, i chose the latter.

Image

Image

dl links:
http://www.bestsharing.com/files/ms0018 ... 2.sd7.html
http://www.sendspace.com/file/q4hkz0

have fun ^^
Last edited by BoredJoe on 20 Jul 2006, 00:17, edited 4 times in total.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'm downloding it because of the name. I would like some screenshots though.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

We want thumbnails!!!!
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I just downloaded it and looked it over. Not bad for your first
map. You just need to tweek it a little in a few spots.
This is only my opinion ... some others may say different ...

* some grass in the lower areas would ne nice.

* add some trees in the lower areas or the flater landscape

* 3 or 5 Geos would be nice

* one of the bigger issues is with the main texture ...
needs more detail ...

* also, you should upload it to the FU web site so it
can be downloaded from the lobby app ..

* the starting postions needs alittle work too

** only a plus not really needed ... some custom rocks ...



As time goes by the better you'll get ....

Keep up the good work ..
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

ti...or...fo.... I mean... minmap PLEEEEEEZ!
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

It needs some ruins or something.
BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

Post by BoredJoe »

Zoombie wrote:It needs some ruins or something.
yeah i'll prob put ruins in v3
genblood wrote:I just downloaded it and looked it over. Not bad for your first
map. You just need to tweek it a little in a few spots.
This is only my opinion ... some others may say different ...

* some grass in the lower areas would ne nice.

* add some trees in the lower areas or the flater landscape

* 3 or 5 Geos would be nice

* one of the bigger issues is with the main texture ...
needs more detail ...

* also, you should upload it to the FU web site so it
can be downloaded from the lobby app ..

* the starting postions needs alittle work too

** only a plus not really needed ... some custom rocks ...



As time goes by the better you'll get ....

Keep up the good work ..
trees and grass on a nuclear map?!? lol, i'll prob put grass in when i work out how to do it cos grass is cool :P (it'll be in v2)

yeah geospots will be on in v2

texture is a bit bad mainly due to compression, although i can make it slightly better

i couldnt upload to FU it said it was down for a few days

whats wrong with the start positions? i might swap 1 and 3 to make 1v1 a bit better...but apart from that?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

4 hours and nobody, not even the mapper whoc reated the map ahs posted anything showing what it looks like at all, no minimaps, no screenshots.

A lot of users download a map based on what it looks like, if they cant see that then they skip it.
BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

Post by BoredJoe »

AF wrote:4 hours and nobody, not even the mapper whoc reated the map ahs posted anything showing what it looks like at all, no minimaps, no screenshots.

A lot of users download a map based on what it looks like, if they cant see that then they skip it.
press refresh :P
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AF
AI Developer
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Post by AF »

That minimap wasnt there when I posted
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Zoombie
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Post by Zoombie »

They should be bombed out city streets, bunkers and such. You know, normal aftermath from nukelear devestation.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

omg best map ever :shock:
at first I was like "its a bit boring and brown" and "the texture is so low-res"
but the map really plays well.

It was an 3 player FFA with startpoints in the middle.
Somehow I messed up the start, my first kbot factory was destroyed and my forces were seperated: the commander and some mexes on the left hill, some builders and kbots on the bottom hill.
But after hiding on the mountains for a bit while building mexes everywhere the game was even again.
* 3 or 5 Geos would be nice"
Hm, I wouldn't add Geos.
The good thing about the map is, that you can start small bases everywhere and bases are swapped easily.
Geos keep the players more in one area I think...
At the moment all regions of the map are equally usefull:
-The corners because you only need to defend from 2 sides (I noticed some players like to hide there and build Goliaths)
-The mountains are great because of the height advantge
-Around the mountains is the land you try to control for metal, in this game no player managed to really secure it (except for me, buts thats just because Iam so great)
-The middle is important to move units around the map

The texture could really be better, in the beginning I found it had to figure what the heightmap looks like because its all kinda similiar.

some screenshots:

commander down!
Image

dgunning some kbots, stupid enough to climb the hills:
Image
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

You need to render with texture again with a 1:1 ratio, you will then see that it becomes much sharper and more detailed. Maybe add some fallout-ish features like broken down cars/green slime(think Fallout1&2) that would explain the name of the map?
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Cheesecan wrote:that would explain the name of the map?
THE WHOLE MAP IS A GIANT NUCLEAR WASTE WARNING SYMBOL!!!
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

SinbadEV wrote:
Cheesecan wrote:that would explain the name of the map?
THE WHOLE MAP IS A GIANT NUCLEAR WASTE WARNING SYMBOL!!!
That doesn't change the fact that atm it is completely 100% fugly. Easily rectified though.

Rendering at 1:1 ratio, ftw.
KlavoHunter
Posts: 141
Joined: 28 May 2006, 21:41

Post by KlavoHunter »

However, the style of the hills is just lovely, IMHO. I've really yet to see big hills that KBots can easily climb, and this may fit the bill.

Hope this doesn't turn into a porc map. I'mm'a download this and play with some buddies.
BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

Post by BoredJoe »

Forboding Angel wrote:
SinbadEV wrote:
Cheesecan wrote:that would explain the name of the map?
THE WHOLE MAP IS A GIANT NUCLEAR WASTE WARNING SYMBOL!!!
That doesn't change the fact that atm it is completely 100% fugly. Easily rectified though.

Rendering at 1:1 ratio, ftw.
I would have done that...except i only got the pro version of L3DT today, i'll have v2 ready as soon as i work out how the climate thingys work in the pro version- btw, is it possible to change the colour of grass?

thx for all the positive comments btw :D
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Cheesecan
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Post by Cheesecan »

SinbadEV wrote:
Cheesecan wrote:that would explain the name of the map?
THE WHOLE MAP IS A GIANT NUCLEAR WASTE WARNING SYMBOL!!!
I know this, stop shouting you moron.


BoredJoe: You could edit the textures in L3DT\Resources\Climates\common\grass to change the color. You can also adjust the lightning in L3DT to say give the render a more post-apoc look(say slightly green tinted for example). Don't forget to match the sky too!
BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

Post by BoredJoe »

Cheesecan wrote:
SinbadEV wrote:
Cheesecan wrote:that would explain the name of the map?
THE WHOLE MAP IS A GIANT NUCLEAR WASTE WARNING SYMBOL!!!
I know this, stop shouting you moron.


BoredJoe: You could edit the textures in L3DT\Resources\Climates\common\grass to change the color. You can also adjust the lightning in L3DT to say give the render a more post-apoc look(say slightly green tinted for example). Don't forget to match the sky too!
not that grass, i meant ingame grass, the little blades of grass you see ingame i want to change
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

gras texture pulls culour from underlying ground...

(but noit enough in my opinoion... but this is notr the place)

aGorm
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