Page 1 of 1

New map I'm working on ..

Posted: 23 Jul 2006, 19:40
by genblood
I've been re-thinking the way I've done my maps and here are
some screenies of my latest map.

Image

Image

Image

Image

Image


I've still have some stuff to do like a few trees and maybe a a custom feature for this map.



Post your commects ....

Posted: 23 Jul 2006, 23:08
by AF
They grey texture tiles too obviously, however this si a very ncie improvement genblood. It seems you've broken away from the old style and found a much nicer new style

Posted: 24 Jul 2006, 05:56
by Das Bruce
You need more texture based on the gradient rather than just the height, cliff textures etc.

Posted: 24 Jul 2006, 13:36
by Slamoid
Is this the new map format? Sure looks like it... If so, what image formats are you using?

Posted: 24 Jul 2006, 14:40
by AF
I think it's the current map format, just look at the minimap.

Posted: 24 Jul 2006, 16:28
by Forboding Angel
Ok first of all, use smfed to raise your height to at least 300 difference, then go up from there.

THe grey rock texture tiles to obviously as I'm sure you know. Try to find a rock texture that is like 512x512, that way the tiles will be a bit few and far between.

Great improvement btw.

(Does this layout remind anyone of fizzy lakes?)

Posted: 24 Jul 2006, 22:37
by genblood
Thanks for the comments ...

I'm going to replace the gray texture with a dark rock one. Also,
I've used the smfed util to increase the height of the map.

Right now I've just got to find better textures and it will be done ..

THanks again for the input ...

Posted: 24 Jul 2006, 22:59
by Erom
Trees, metal patches, ect. But as this is a first version you probably already knew all that.

Posted: 25 Jul 2006, 01:29
by genblood
I still have trees, rocks, maybe a metal splats for the main texture.
I've redone the texture map with better rock textures. So, here are
some new screenies ....

Image

Image

Image

Image

Image

Image


I figure another week or two and I'll release it...

Post ... your comments ....

Posted: 25 Jul 2006, 03:37
by Lindir The Green
Looks kinda... Ugly. But not nearly as much as the first one.

I think it has something to do with having really small tiles, and then choosing which tiles to use based (it seems) only on height. The grass at the base of hills should look different from the grass in the middle of a plain at the same altitude, and the steep parts of hills should look different from the shallow parts of hills.

Posted: 25 Jul 2006, 07:11
by AF
There's another ugly tiling texture in the middle of that very lasts creenshot. It's an improvement with that new rock texture...

Posted: 25 Jul 2006, 08:23
by Forboding Angel
AF wrote:There's another ugly tiling texture in the middle of that very lasts creenshot. It's an improvement with that new rock texture...
Agreed.

Now seeing it at a difference of 300, try this, make your height at a difference of 600. The higher you are able to pull off without screwing up pathing, the better it will look. It's it's a 16x16 or less don't go over 600 height difference. When you make super huge maps you can get away with a heck of a lot more ;p

Posted: 25 Jul 2006, 08:28
by GrOuNd_ZeRo
There you go again with your moody feelings maps, I like the feel but a little work would be good ;)

Good job!

Posted: 28 Jul 2006, 00:35
by genblood
I redone the texture map. So, here it is ...

Here are some screenies ....


Image

Image

Image



Post your comments ....

Posted: 28 Jul 2006, 12:47
by aTTacK
looks mysterios^^ i think its better than the old version but it does not look that realistic... but it isnt important imo

Posted: 28 Jul 2006, 16:40
by AF
It looks barren now, and featureless, add in some interesting stuff like patches of grass, it just looks dark and dingy now.

And the whole thing where the underwater texture is that shade of blue is wierd, it makes the minimap look 'ihk'

Posted: 28 Jul 2006, 17:10
by hrmph
In my opinion you need to work a lot more on your heightmap before you get something interesting to look at/play. Maybe some plateaus, or mountains would liven it up.

Posted: 28 Jul 2006, 17:17
by Egarwaen
hrmph wrote:In my opinion you need to work a lot more on your heightmap before you get something interesting to look at/play. Maybe some plateaus, or mountains would liven it up.
Agreed. Specifically, try to put in some obvious points of strategic focus. Not necessarily chokepoints, but obvious high ground, cunningly-concealed valleys, rivers that allow for rapid troop movement, that kind of thing.

Posted: 28 Jul 2006, 17:28
by Forboding Angel
Egarwaen wrote:
hrmph wrote:In my opinion you need to work a lot more on your heightmap before you get something interesting to look at/play. Maybe some plateaus, or mountains would liven it up.
Agreed. Specifically, try to put in some obvious points of strategic focus. Not necessarily chokepoints, but obvious high ground, cunningly-concealed valleys, rivers that allow for rapid troop movement, that kind of thing.
QFT