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--Map Update-- Core Prime Industrial Area - Revision 2

Posted: 17 Oct 2006, 04:09
by MR.D
This is my final attempt to restore OTA's Core Prime Industrial Area to its origional beauty and style of metal map mayhem.

Revision 1 was an attempt to use the origional Cavedog tiles to rebuild the map, and required a custom made height map created with an angled offset, which looked nearly like the origional.

The angled offset made it look strange, bent, and made it impossible to allign the origional textured tileset.

It also allowed for some exploits of the map which I never intended.


Revision 2 is created using a true 3d perspective, so it is 100% true to how the origional map is, I used 3 origional Cavedog tiles to make 20 unique tiles that are nearly identical to the origional tileset used.

I also made the remade the height map from scratch based on the OTA tile heights, so its crisp and clean, all walls have nice flat edges and no rounding except where it was soposed to be.

** warning **
This is not speedmetal, you will not gain a massive economy with only a few Mex's and windmills.

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MAP size is as the origional at 20x20

Metal per lvl-1 mex is at 2.6

Wind is set to 0-10

Tidal power is set to 25
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Metal is evenly distributed across the entire map just like in the origional.

THink of this map as an expanded Metal-heck, as both maps will play very similarly.

A couple Improvements I've made to this map are meant for better gameplay and to bring the experience of the origional map to the Spring engine.

The major improvements in this revision are.

1. Widening the land Bridges to the center Island to reduce Chokepointing and traffic jams,

2. Raising the water level so that ships can actually support advancing units,

3. Increasing movement speed to 1.3 default for all units.

4. Textures that fit the heightmap better

5. True perspective on the heightmap, and sharp clean edges

Core consciousness demands that you download & enjoy this map.
Crush any enemy forces that opose you!

DO SO NOW!


** Download Link **
4.96 mb
http://www.unknown-files.net/index.php? ... &dlid=1856


** Screenshots **
http://www.unknown-files.net/images/CP_ ... 020365.jpg

http://www.unknown-files.net/images/CP_ ... 800269.jpg

http://www.unknown-files.net/images/CP_ ... 098481.jpg

http://www.unknown-files.net/images/CP_ ... 389314.jpg

http://www.unknown-files.net/images/CP_ ... 239293.jpg

Posted: 17 Oct 2006, 04:22
by SpikedHelmet
Wow, looks very nice. You must've spent a fuckton of time on it.

Posted: 17 Oct 2006, 07:38
by Ishach
Awesome, CPIA is my favourite metal map :-)

Posted: 17 Oct 2006, 13:57
by mufdvr222
That looks stunning 8)

Posted: 17 Oct 2006, 14:04
by NOiZE
Very Good work!

Posted: 17 Oct 2006, 17:36
by LOrDo
Much better then the current CPIA. less porcy and chokepointy.

Posted: 17 Oct 2006, 17:44
by AF
erm, you should be using SM3 format for metal maps so you can make the ground shiny. in SM3 that map wouldnt be 4MB it'd be 40kb, and a lot prettier


Of course you'd have to package the sm3 shaders with it....

Posted: 17 Oct 2006, 18:35
by MR.D
that is in the wiki?
AF, could you help me figure out putting it into SM3 format?

Posted: 17 Oct 2006, 18:47
by NOiZE
and of course shadows of units don't work

and there might be other bugs as it is experimental code.

and the shaders are missing in this release

Posted: 17 Oct 2006, 18:53
by Forboding Angel
NOiZE wrote:and the shaders are missing in this release

Yep. Atm there is no point to making an sm3 map as you have absolutely no ability to see what is is going to look like with shaders.

Posted: 17 Oct 2006, 23:06
by aGorm
Ok, in which case we should all look forward to Vrsion 3...

:P

aGorm

Posted: 18 Oct 2006, 00:05
by MR.D
Even thinking about remaking this map again makes me... LOL...

Although if the new map format (which I know nothing about) will let me do a nice bumpmap for the tiles I made, I'd be happy.

I bet it would look pretty nice with some bumpmapping, and a little bit of specular lighting.

Posted: 20 Oct 2006, 11:15
by MR.D
Well guys is this a worthy improvement over Revision 1 that I released earlier?

I havn't seen many games run on either map, guess speedmetal is all ppl want to play.. so sad.

Posted: 20 Oct 2006, 11:57
by Ishach
I play a game on CPIA almost every day.


Wider bridges and faster movespeeds make this one better than rev1 for sure.

Posted: 20 Oct 2006, 12:14
by Deathblane
MR.D wrote:Well guys is this a worthy improvement over Revision 1 that I released earlier?

I havn't seen many games run on either map, guess speedmetal is all ppl want to play.. so sad.
Don't be silly, Speedmetal, Altored and Supreme. Those are all people want to play ;)

Posted: 21 Oct 2006, 11:27
by MR.D
lol so true :P.

I'll see what I can put together once the new Map format is in place, hopefull it won't be to hard to add shaders and bumpmapping into what I already have.

Posted: 24 Oct 2006, 19:28
by hydr1x
great job bro i love this map spiders spiders spiders =p

Posted: 03 Jan 2007, 15:48
by Gilgamesh
AHHH..... core prime industrial, how i love it...

I remember with the original TA i used to play large LAN games of this map...

large lines on dragon's teeth and defenders were my first basic line of defense (remember that defenders could shoot at ground units in OTA)

You must have spent a long bloody time redoing those textures...

I played the other two you made, and this is a major improvement over the others

I also read about that new format that could bring out very cool effects to the map... i would love to see a pimped version of core prime for spring :shock:

keep up the great work Mr.D :P