Map RELEASED !!! called Crystal-Harbor-V2 ...

Map RELEASED !!! called Crystal-Harbor-V2 ...

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genblood
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Joined: 19 Jan 2005, 03:37

Map RELEASED !!! called Crystal-Harbor-V2 ...

Post by genblood »

I've made some changes and added a few things ... now its
completed...


You can download it from this link:
http://www.unknown-files.net/index.php? ... &dlid=2033


Also, here are some screenies ....

Image

Image

Image

Image



Take the time and download an check it out ...
Last edited by genblood on 15 Dec 2006, 21:24, edited 1 time in total.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

YAY a better crystal harbour! <3 that map.

Could the metal in the centre be a little less ....uber?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

make the water and sky purple to match, and add a new crystal feature for the slopes and where ti meets the water and its good.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

The crystals need to be a different shae of purple; if they're same as the land texture, it just looks like blob on blob.
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hrmph
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Joined: 12 May 2005, 20:08

Post by hrmph »

Looks good: big improvement from the old ota texture. BTW saying 'an older map I made' kinda implies that you made the original ota map... The sky/water color looks good to me, any more purple and it might be a bit of an overload of color.
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genblood
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Post by genblood »

hrmph :
BTW saying 'an older map I made' kinda implies that you made the original ota map...

Let me redefine my statement ... I mean my version for Spring .. :-)
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genblood
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Post by genblood »

Dragon45 :
The crystals need to be a different shae of purple; if they're same as the land texture, it just looks like blob on blob
Crystals will be redone...
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

+1 to peet. In xta at least whoever took and held the middle for 5+ minutes was probably going to win because you of the metal advantage, not to mention the platform for LRPC/BLOD. Very fun map but maybe just a little high on metal imo.
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AF
AI Developer
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Post by AF »

Change the detail texture so the ground isnt made of purple carpet
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aGorm
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Post by aGorm »

Ill stick up my detail text for my acid map, you might wanna make use of it... Looking good so far!

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

Post by PicassoCT »

I d like to see that - it needs a beautifull Skybox. And it would be cool if it had some "faked" mirroring in the Texture (Speedrnetall for example was rendered with a StarSkybox around it, so the Mirroreffekt can be baked on the Texture)

Here are also some Texture, that could - combined the way you want - be a little Addition to your DetailTexture.

http://www.bestsharing.com/files/ms0011 ... l.zip.html
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genblood
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Post by genblood »

PicassoCT,


Thanks for the file ... I'll see if I can incorporate in into the
map.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

http://www.onebob.co.uk/darren/screens/detailtexacid.7z

BTW you may waan try that detail texture, looks better than teh default any way... :P might wanna make it into somthing other than a bmp.

aGorm
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genblood
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Joined: 19 Jan 2005, 03:37

Post by genblood »

aGorm ..

Thanks for the file ... I've incorporated it into the map. I've redone
the main texture ... It's not the final one. Also, the crystals need
work.

PicassoCT,

A few of you textures are incorporated in the main texture.

Here are some screenies ... I plan on doing more changes ...
Post your comments ... an I'll try to fit it in.

Image

Image

Image
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Deathblane
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Post by Deathblane »

I'd keep the ground more purple, in the final version.
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Try to have the texture vary with the slope of the terrain a bit more. It's certainly getting there.
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AF
AI Developer
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Post by AF »

Either make the ground fit the water+crystals, or get rid of the crystals add trees and call it an evergreen map....

the 2 clash totally, its like putting a mountain of sweets in the middle of a mound fo rotting corpses, or a fisher price advert in the middle of a fist fight
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aGorm
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Post by aGorm »

You know... that texture i did for those crystals was on a very purple map... dont quite work on teh grey...

aGorm
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Dont make me post a colour wheel.

When I first saw your thread, I thought that the ground and the crystals had a subtle clash with eachother and the water, the crystals and water where too saturated with colour and the colorus ont eh groudn werent as strong.

However you swapped out the ground for a new texture which looks more like a barren wasteland. I cant explain how nature would devise a barren wasteland then give it bright purple water and big crystals. Imagine a meadow with trees and a large rectangle in the centre with a desert in it and a saharan sand storm blowing over the meadow. It doesnt even match with the lighting.

Nowadays I get the feelign that the first version og a map you make is much much much better than the final version, because you have a habit of moving towards the same broken clashing look and ending up with ground that looks like wasteland just like what you posted. All your maps ahve the same similair mid day white clouds voerhead lighting when finished even ig they didnt start out that way, despite it not being particularly pretty lighting either.

And your design doesnt seem to encompass anythign more than a basic terrain shape as seen from the minimap, which you make, add a few features and a general colour, then set about tweaking and messing around like a kid in a candy store who doesnt know what he wants.

You've developed a lot of skills the last few months but your not using them in any preconcieved coherent manner. I bid you go learn a hefty dose of colour theory, and start treating your maps liek works of art.

Nothing should stand out unless you intend it to, and it must do so for a reason. Foreboding uses terrain to do that, agorm and lathan use features, but their maps blend together with a colour scheme and so do the stuff that stand out. Picasso blends everything together by making everything stand out by itself but collectively exhibiting the same effects.

Your in desperate need of a style or approach to making maps centred around pre thought and design, you have the skills, your just not applying them well.
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genblood
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Post by genblood »

AF ,,,

Thanks for the input ... The crystal features are going to be trashed ...
I'm going to fix the height map and redo the texture ..


I know I'm falling into some bad habbits AGAIN ...
I'll think more ... :cry:
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