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New to Mapping + Test Release

Posted: 01 Feb 2007, 16:22
by Oxirane
I've Uploaded to Unknown files.

spring.unknown-files.net/file/2273/TEST2W/

or just search for TEST2W on unknown files

I had to bork the links to edit this post

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Hey, I've been trying to learn how to map for Spring and I was wondering if I could get some pointers.

This is what I've managed to do so far.

i90.photobucket.com/albums/k270/Oxirane/Spring%20Maps/TEST2W/TEST2W.jpg

i90.photobucket.com/albums/k270/Oxirane/Spring%20Maps/TEST2W/TEST2WMetal.jpg


i90.photobucket.com/albums/k270/Oxirane/Spring%20Maps/TEST2W/screen012.jpg

i90.photobucket.com/albums/k270/Oxirane/Spring%20Maps/TEST2W/screen016.jpg

More pics on Photobucket the Album.

It's 8x8, 2v2 or 3v3, top v bottom.

Any tips on the metal map? I just put the spots down randomly.

I'm not sure where to get metal patch pics so there aren't any on the texture.

Also I haven't quite worked out features yet.

Cheers

Edit: In game pics

Posted: 01 Feb 2007, 16:29
by LOrDo
Thats a nice map, Especially for your first try. Regarding the metalmap, placing randomly around is a popular style around here, but I prefer to put them in sections, such as in Altored Divide. Theres plenty of pics for metalmap patches around. Theres a thread around here somewhere that has a collection of them... Try the Mapping forum, you can access it, but can't post in it. Features I can't help you with, since I have never used them myself.

Posted: 01 Feb 2007, 16:42
by bamb
Hey, looks nice! Have you been tuning the slopes for the gameplay you have in mind, trying in the mods with f2 accessability map?

There is a thread with metal spots but it'd be indeed cool if someone make a big square metal spot texture that you could cut your own metal spots from and then put on the maps. The current ones provided in that thread do all have ground texture (like green grass or desert sand) around them, and they look horrid if you put them on a different ground.

I found a good way to make them look nice is, after you cut the patch with the lasso tool, use the airbrush tool to slightly darken one edge of the spot so it looks like it is in shadow, so the spot looks like it is recessed. (The side where the sun is shining from.) Then paste it to the texture map. (Or to another layer if you want to be able to move them later.)

Unfortunately my metal texture skills suck.

Posted: 01 Feb 2007, 16:59
by Oxirane
The accessibility maps show,

Kbots and vehicles can go on land and shallow water.
Small ships can cross the shallows.
Big ships can't.
Hovers can cross land to sea OK.
I'm not sure of Amphibious vehicles though, the F2 map shows dark rings near the shore, but the tanks are able to get up onto the shore.

Posted: 01 Feb 2007, 20:47
by Goolash_
looks really good for a first map. I'll play it the first chance i get.
Maybe the coast lines look a bit too artificial but i kind of like the clean cut feeling it gives to the map.

Hrmph's metal patches for mappers:
http://spring.unknown-files.net/file/15 ... ap_Makers/
hope this helpes you.

Posted: 02 Feb 2007, 00:21
by LOrDo
Since he dosn't use grass, rock, or ice, I don't think it will. x_x
Heres a cool transparent one by Comp1337:

Image

Posted: 02 Feb 2007, 04:48
by Oxirane
I've Uploaded to Unknown files.

spring.unknown-files.net/file/2273/TEST2W/

or just search for TEST2W on unknownfiles

If anyone wants to test and give feedback that would be great.

I think i stuffed up the metal patches a bit.

Also there are no extra features besides some trees and geos.

Cheers

Posted: 02 Feb 2007, 15:16
by bamb
it looks shallow in the perspective view compared to the minimap...

Posted: 02 Feb 2007, 15:25
by Oxirane
I think it's because of the horizontal lines, I might have to mess about in Bryce to see if i can get the texture to fit the heightmap better.

I tried to allow Amphibious units to work, without intruding too much into the water. I might need to mess about with gradients some more.

I have not used Gimp or Bryce before 2 days ago even though Bryce was given out free a while back. Need more practice I guess.