Map completed .... calling it Lush-Greens-Four ...

Map completed .... calling it Lush-Greens-Four ...

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genblood
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Joined: 19 Jan 2005, 03:37

Map completed .... calling it Lush-Greens-Four ...

Post by genblood »

Hi ALL.

I've been working on this map on and off for the past few weeks.
I've inscreased the metal output from 1.1 of the mexs to 3.9 for
level 1 mexs. I've changed the textures, the features and the sky
colors are brighter from what it was before. Here are the latest
screenies. My questions is, looks good or needs more work?


UPDATE: 12-26-2006


The map is completed ... you can download it from this link :
.http://www.unknown-files.net/index.php? ... &dlid=2085
Last edited by genblood on 26 Dec 2006, 15:19, edited 1 time in total.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Wow, some muddy ground goin down here, nice texture.

How big? Looks kinda small from the screenshots.

edit: Nope, looks pretty big from that last screen, I must've missed it.

Looks pretty good to me.
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Comp1337
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Post by Comp1337 »

Secks. One of the best you've done.
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genblood
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Post by genblood »

It's Christmas day ... WAY TOO much time on my hands ... :lol:


So, I redid the main texture ... AGAIN ...

Image

Image

Image


Post your comments ...
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

I like the new one better, as it is brighter.

The texture is still so dark though, compared to the textures of all the units and the texture on the little hills. I would even them out a bit by turning contrast down on the whole texture map.
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genblood
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Post by genblood »

hunterw,

I lighten the texture up ... here are new screenies ...

Image

Image

Image

Image


I'm done with redoing the main texture ... :lol: Now, I'm going to fix the
metal output to 2.2 or 3.0 ... I might even spend some time on redoing
the features ....
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hunterw
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Post by hunterw »

i think the reason it looks so dark is because your sun is at such a low height. in the first screenshot I can see what the texture looks like when the sun is at a direct angle with it, and it looks very nice.

try raising the sun's Z-coordinate, i bet the look will improve substantially.
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genblood
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Post by genblood »

After a few cups of java it finally sinks in about what you are talking
about the sun location. I've redone it and it's much brighter now.
So, here are some screenies ... again .. I'm going to release it
today as soon as I fix the metal output issues ...

Image
Image


hunterw thanks for the comments. Also, the map size is 12x12 with 4
starting positions. The map will be released sometime today ... :-)
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

THe map is completed .... here is a link for it ...


Also, the screenies a dark, but they are older screenie of the map. The
final version of the map is brighter .... :lol:


Here is the link :
http://www.unknown-files.net/index.php? ... &dlid=2085
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overkill
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Joined: 02 Sep 2006, 01:15

Post by overkill »

looks sweet i just downloaded it
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Genblood, why is the grass in the middle and the corners brown? If the brown was raised like a hill or if the green had borders around and there were vegtables growing in the brown maybe. Just a little irk I had when looking at the shots......

Try to start off designing terrain not designing a map, then fit the terrain for gameplay rather than the map to terrain.
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

This map certainly meets all basic design guidelines required for a good spring map to function properly, yet it fails to actually capture my interest any more than, say, altored devide, which is the standard these days.

The geometry and the texture of this map are half way decent but leave a lot to be desired when compared to more advanced designs. While the layout is simplistic but functional, the texture definately needs improvements other than variation of hue and saturation.
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Comp1337
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Post by Comp1337 »

dude get the fuck rid of that avatar
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AF
AI Developer
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Post by AF »

imo the original darker version in this thread is 100x better than the brighter version you posted last.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

AF wrote:imo the original darker version in this thread is 100x better than the brighter version you posted last.
Yes, I personally love having no idea what's going on because the darkness of the map obscures everything.

It's bad enough being the darkside on Darkside remake.

THIS WAS SARCASM, MAPS NEED TO BE LIGHTER OK
Last edited by tombom on 28 Dec 2006, 23:12, edited 1 time in total.
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genblood
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Post by genblood »

OK,

So, a darker version .... ok ..


Anything else would you like changed , ,, wind speed, increase metal
or lower and ... more Geos ?

I'll release it under a new name with the new improvments ...
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

I like the lightest versions textures, but the layout is crappy IMO. If you made something natural looking THAT WASN'T PORCY with those textures, that had good gameplay, I would definitely play it.
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AF
AI Developer
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Post by AF »

tombom, your monitor settings are all wrong. I can see fine on the darkside of that map.

If anything I'd say we've had both dull maps, dim maps and bright maps and now we need to finally bring in a little something called contrast and colour depth.
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