.:Re-Make:. Evad_River_Confluence-v01.sd7

.:Re-Make:. Evad_River_Confluence-v01.sd7

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

.:Re-Make:. Evad_River_Confluence-v01.sd7

Post by Forboding Angel »

I'm aware that placid stream reminds everyone of this map. I was getting bitched at by my GF today and decided to remake this map while she was "talking". The sad part, is I made the entire damn thing before she was done. Meh, women.

I checked the original and it had an abundance of metal on each island, so I did the same. Also, the number of spots on the original and this one are the same. I changed the placement a bit cause I didn't care for the way that cavedog did it, but nothing that will really matter.

Enjoy!

(BTW Noize, I remembered my method for importing and recreating in 32 bit, perfect recreations of ota heightmaps. Gee, yay for me lol)

It's 12x12. The starts are set up for only 3 ppl as this was always a 3 way ffa map, but 2v2v2 should function very nicely on it as well.


Image

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Download Here: http://www.unknown-files.net/index.php? ... &dlid=1921
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

First download!
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Great looking map :-)
I only wish I could get bump mapping to work :wink:
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

WOW, agressive texturing, i like it! Very Very NICE job man!

The startpositions are good too ;-)

Now my usual nutpicking :-) this is all very minor so don't worry to much about it.

Maybe add some rocks here and there to give it a even more natural feel.
Add more starting positions like up to 10 or something, so ppl can have really crazy games on your maps.

But overall very nice map! Great job, keep it up :)
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Wait... your GF was telling you to make this map? Next thing, you'll be saying she plays spring. :shock:

Good looking remake. As ever mate. :P

aGorm
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Can sb tell me how to get the BumpMap going ?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I got bored so now I'm doing errotep glacier. I always loved that map. There may be a few personal texturing touches on it so don't freak out too much :P

Umm muffdvr, maybe this might help as to how to get the bumpmapping working:

Code: Select all


L3DT Climate File
#VersionNo: 1.0
#ClimateName:  "Green Test"
#ClimateRGB:   50, 255, 50

#ClimateGradCoeff:   1
#ClimateCurvCoeff:   1
#ClimateWaterCoeff:  1
#ClimateSalinCoeff:  1


#TypeID: 1
#TypeName:  "grass"
#TexName:   "grass\riverdalegrass.jpg"
// #HiTexName: "grass\evergreen1c.jpg"
// #HiTexBlend:   0.2
#ColourRGB: 175, 200, 90
#BumpName:  "grass\riverdalegrass_bump.jpg"
#BumpBlend: 0.4

#BaseProb:  0.80
#WaterCoeff:   0.25

/* steep lush grass is copy of lush grass with slightly lower prob + slightly higher grad */
#TypeID: 2
#TypeName:  "steep lush grass"
#TexName:   "grass\riverdalegrassdead.jpg"
// #HiTexName: "grass\evergreen1h.jpg"
// #HiTexBlend:   0.2
#ColourRGB: 150, 190, 80
#BumpName:  "grass\riverdalegrass_bump.jpg"
#BumpBlend: 0.4

#BaseProb:  0.785
#WaterCoeff:   0.27
#SalinCoeff:   -0.2
#GradCoeff: 0.08



/* rocky bits */

#TypeID: 3
#TypeName:  "rock slope"
#TexName:   "rock\rock3.jpg"
// #HiTexName: "rock\cliff1a.jpg"
// #HiTexBlend:   0.2
#ColourRGB: 120, 120, 120
#BumpName:  "rock\rock3_bump.jpg"
#BumpBlend: 0.4

#BaseProb:  0.55
#GradCoeff: 0.75


#TypeID: 4
#TypeName:  "cliff face"
#TexName:   "rock\rock3.jpg"
// #HiTexName: "rock\cliff1.jpg"
// #HiTexBlend:   0.2
#ColourRGB: 80, 80, 80
#BumpName:  "rock\slope_bump.jpg"
#BumpBlend: 0.4

#BaseProb:  0.50
#GradCoeff: 1


/* snow */

#TypeID: 5
#TypeName:  "snow"
#TexName:   "snow\snow1.jpg"
#ColourRGB: 255, 255, 255

#BaseProb:  0.90
#MinAlt2:   1300
#MinAlt1:   2000


#EOF

THis is my greenworld climate (most of my textures are in a texture pack in the mappers forum if you want any of them). All you do is process these maps, in this order.

Design Map
Heightfield
Attributes map

At this point click view>show map - heightfield.
Click operations> active map> split into mosaic.

Now click view>show map - attributes map.
Click operations> active map> split into mosaic.

now process "Terrain Normals"

Light map with these settings
angle - 180
60 degrees

hit next

uncheck water and cast chadows, hit next/ok

Then when that's done just process your terrain.

Sounds like a lot, but it's really not that big of a deal. Good luck!
User avatar
LOrDo
Posts: 1154
Joined: 27 Feb 2006, 00:21

Post by LOrDo »

That river looks like it was made from rectangles. :?
Yah, the OTA one problably had those to, but it still looks bad.
The rivers that is...the rest of the map looks great.
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mastermat
Posts: 33
Joined: 13 Mar 2006, 12:57

Post by mastermat »

that's how the orriginal was
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

mastermat wrote:that's how the orriginal was
True, I would have been disapointed if the rivers had lost their stepped appearance, this is totally authentic to the ota original.
@ Forboding, thanks for the info, I will use that method next map for shure. 8)
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Better than my version, although I was limited to the autotreespawn.

Good job.
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