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Map in the works ...

Posted: 20 Aug 2006, 21:48
by genblood
Here are some screenies of a new map I'm working
on. It's a desert map with custom features. So, here
is the screenies ...

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I'm still working out the little details out. Post your comments ....

Posted: 20 Aug 2006, 21:59
by Dragon45
The features look fantastically out of place. They need roots or soemthing.

Posted: 20 Aug 2006, 22:38
by AF
You know the colour below the waterline? Make that the same colour as the ground as close as you can, then make the sky less cloudy and bluer.

Otherwise its great.

That and the roots thing....

Posted: 21 Aug 2006, 00:58
by mufdvr222
Good use of textures there 8) nice..

Posted: 21 Aug 2006, 01:03
by Zagupi
It bugs me that one texture is brighter than the others. It creates a weird-looking lighting effect sort of a thing. You see?

Posted: 21 Aug 2006, 01:51
by AF
That can be fixed by makign there much greater height depth in the map.

genblood make the brighter bits much higher so they look more like hills than just 'bumps'

Posted: 21 Aug 2006, 02:02
by genblood
Will fix the height issue ... An a few other things too.

Posted: 21 Aug 2006, 05:33
by Das Bruce
Good textures, uninspired heightmap, horrible misuse of features.

Posted: 21 Aug 2006, 10:50
by Zagupi
Das Bruce wrote:Good textures, uninspired heightmap, horrible misuse of features.
I could say the same, only in a much nicer way =) The heightmap could use more detail imo. The features do not alarm me in the same way, althou crystal stuff doensn't come in mind at first when thinking about deserts.

Posted: 21 Aug 2006, 15:54
by LathanStanley
I wouldn't say mis-use as much as I'd say.. "too many"... :|

but thats just me... if it was like, 1/5 as many crystal things, and rocks for the rest.. with some other stuff.. I dunno... the EI statues though?? ummm... k.... I'd say SCHWEEET!

but meh, its just over-used.. not nessicarially bad... the colors don't clash too much...

Posted: 21 Aug 2006, 16:53
by genblood
I've taken out the features and increased the overall height of the map. I also, messed with the textures alittle ... So, here are some new screenies
to look over ... I figure alot of the new maps being released are pretty
green landscapes. I decided to go with a desert theme. ...

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Post your comments .....

Posted: 21 Aug 2006, 17:05
by Zoombie
very prettyfull.

Posted: 21 Aug 2006, 21:27
by AF
much better.

But see that map edge? The colour of the skybox below the water plane should match the land in a landmap. Try it, it'll be a big improvement over what it currently is.

Posted: 21 Aug 2006, 21:58
by Zagupi
Post a screenshot which shows some of the hills? Now we just see flat, flat, flat.
The different brightnesses of the textures still look a bit weird imo.

Posted: 21 Aug 2006, 22:18
by Molloy
People never post the important info. Map size, metal layout, wind etc.

Posted: 22 Aug 2006, 00:36
by genblood
I've done some changes and the looks have improved IMHO ...

So, here are the new screenies ...


Image

Image

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Post your comments ...

Posted: 22 Aug 2006, 01:10
by FizWizz
Your map looks very nice, although those lines that go across the high-ground look artificial (if that's intended, carry on then).
One thing that is Very Bad in bold red letters is the speed modifier though. Having everything move at default speed except hovercraft which get a 50% boost is not a good idea. It screws with the balance of hovercraft in mods. E&E in particular, because once it is done, the 3rd side is exclusively hovercraft!

Posted: 22 Aug 2006, 03:24
by AF
I dunno about that whole pattern thing on the hills, it just doesnt look natural.

And extend that sand into the flats a bit more, there's too much of that repeating texture all together, it needs to be broken up a bit so it aint monotonous.....

Posted: 22 Aug 2006, 03:55
by LordMatt
It looks very nice, with the exception of the lines on the hills, IMO. Also, you might consider adding a few rocks, if you could find some that would go with the map.

Posted: 22 Aug 2006, 06:53
by Forboding Angel
Genblood, could you send me your heightmap? I have an idea that might help you out.