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WIP: Mega Hyper Super Giant Intercontinental Nuclear War

Posted: 25 Oct 2006, 22:24
by Aurora
img509.imageshack.us/my.php?image=mapthingpn4.jpg
img87.imageshack.us/my.php?image=mapthingmetalok4.jpg

(First image was made in PSP8 to simulate what it would look in-game)

The map size is 64x24, so people who don't like big maps or long-lasting matches; bye bye =D. I'm still working on the feature map. This will be my first map for Spring. I don't have a name for this yet, does anybody have ideas?

Posted: 25 Oct 2006, 22:29
by Peet
O_O

call it the BFM.
(Guess what it stands for)

Posted: 25 Oct 2006, 22:39
by Aurora
Hmm, BFM9000 :P

Posted: 25 Oct 2006, 22:46
by LathanStanley
I've actually seen maps bigger for ota, one was 128x128...

it was so big, it was impossible to play...

neat concept though :-)

Posted: 25 Oct 2006, 23:15
by Aurora
It takes insane amounts of performance to edit a 32k x 12k image... And you're saying somebody managed to create a 64k x 64k one?!

Posted: 26 Oct 2006, 03:35
by Dragon45
Max OTA size is 63x63.

Trust me, I know. :P

Posted: 26 Oct 2006, 07:23
by Das Bruce
JJ45 wrote:It takes insane amounts of performance to edit a 32k x 12k image... And you're saying somebody managed to create a 64k x 64k one?!
64x24

Looking good. Pity about the water bug. :(

Posted: 26 Oct 2006, 09:18
by Zagupi
Good luck :)
I hope you succeed.

Posted: 26 Oct 2006, 14:35
by Aurora
Das Bruce wrote:
JJ45 wrote:It takes insane amounts of performance to edit a 32k x 12k image... And you're saying somebody managed to create a 64k x 64k one?!
64x24

Looking good. Pity about the water bug. :(
Actually, the map measures are ~500 times smaller than the map texture. So 32k pixels = 64 map units, 12k pixels = 24 map units.
http://taspring.clan-sy.com/wiki/IceXuick_Map_Design_Help wrote:TA Spring ---- Actual Pixels
32 x 24 ------ 16384 x 12288
16 x 12 ------ 8192 x 6144
8 x 4 -------- 4096 x 2048

Posted: 26 Oct 2006, 14:38
by bamb
Maybe you should first do a smaller quicker map and get constructive criticism for it and do improvements and recompile (since it's faster to do in a smaller map) and only then when you're sure you've got most of the stuff covered by your skills you can start with a big map.

It kinda sucks if you notice you've made one small mistake and have to change a lot and recompile and test again the whole thing.

Just trying to save you some trouble! :-)

Posted: 26 Oct 2006, 17:14
by Aurora
Here's another picture, showing metal and geovent distribution:
Image
Metal = red
Geovents = green

Posted: 26 Oct 2006, 17:37
by wizard8873
Dragon45 wrote:Max OTA size is 63x63.

Trust me, I know. :P
yea, i found that out the hard way. i came back to OTA after a few months of not playing and decided to make a huge water map. 127 X 127. it took me a few days and once i finally got it done, i went to play and it crashed. all that work for nothing :(

Posted: 26 Oct 2006, 17:39
by Aurora
Why not just resize it to be twice smaller in each dimension? The tiles and stuff would stay identical to each other and so on.

Posted: 27 Oct 2006, 00:10
by Das Bruce
You can't scale ota maps.

Posted: 27 Oct 2006, 00:14
by Dragon45
Well you can, but it will play like shit. Tile sizes are balanced properly along with heights, for a reason.

Posted: 27 Oct 2006, 01:24
by Aurora
Ah, I didn't quite understand how OTA maps work.

Posted: 27 Oct 2006, 20:03
by knorke
Just played an 4 player FFA on 2_continents_remake or what it is called and that game already lasted quite a while and got really slow at the end..

So..nice work, but playing on such a big map doesn't really make sense to me.

Posted: 28 Oct 2006, 00:31
by Aurora
It's for 8 vs 8's. It will almost certainly end in a nuclear war, which I like :)

Posted: 28 Oct 2006, 02:57
by knorke
Hm, me too.
But did you actually ever finish such a big game without gamespeed going down to zero or sync errors?

Posted: 28 Oct 2006, 04:52
by Aurora
Yes? I've played 8 vs 8 games on Supreme Battlefield in my own server, and I've rarely had problems.