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New Map: Mount Dustmore

Posted: 22 Mar 2007, 02:22
by uber986
My first map, so be gentle :)

Best served with even players due to the layout, with max of 4. This is a 16x16 map.

The concept here is to encourage base expansion, and early fighting. "Basing" here is unlikely to suceed, as the generous amounts of metal and thermals in the center will reward players who are willing to step outside their comfort zone.

Huge thanks go to Forboding Angel for the extremely useful map design tutorials and Sample Desert Climate.

Enjoy!

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Posted: 22 Mar 2007, 02:26
by Neddie
I like this... interesting. Hope to see more maps from you in the future.

Posted: 22 Mar 2007, 02:52
by smoth
I like it, I'll probably play some gundam on it some times.

as a note: It is proffered that you post some thumbs or images when you release a map.

Outside of that. I like the natural border around the map and I like the general layout.



I would like to offer up a skybox to you for this map:
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Posted: 22 Mar 2007, 03:05
by uber986
I tried posting images, but the post was refused since I'm a new member. Anyone know how to go about getting auth to post links?

About that skybox.. I'm not sure how to add it to the map, any tips?

Thanks.

Posted: 22 Mar 2007, 03:10
by smoth
The image to display in the sky during gameplay, rather than having the engine dynamically render one. This allows for complex skies, which may include stars, planets, etc overhead. Skyboxes are stored as .DDS cubeboxes. A skybox's .dds file should be placed in the maps directory of a compressed file, along with the .smf, .smd, and .smt files.
from the wiki, I have not sat down and fidgeted with it but night scape uses a prerendered skybox.

Posted: 22 Mar 2007, 03:30
by Forboding Angel
I believe the tag is

skybox=myskybox.dds;

Not sure about that tho. Check out the SMD in Battle for Moon XO, should be pretty clear from looking at that.

My one and only complaint about this map is...

The sand isn't bumpmapped. IMO it would improve the visual quality if the was a light bumpmap on the sand. Doesn't need to be super extreme, just something there.


BTW not sure if you know this or not, but there is a tutorial on the bundysoft website about how to make normal maps quick and easy that are built especially for l3dt.

Very nicely done dude!

Posted: 22 Mar 2007, 05:36
by Argh
Mmm, pretty design... me likes...

Posted: 22 Mar 2007, 05:39
by Goolash_
Very nice map, looks like it has some good gameplay in it.

One side note: The flat parts on the map are too flat, artificially flat. I assume that you went over the height map in photoshop and flattened it completely, my advice to you is not to flatten the ground completely since it looks un-natural but to add a little noise (just a little) and then some gusian blur to the flat parts so they don't come out too flat. But other than that - very well done, keep those maps coming.

Posted: 22 Mar 2007, 17:28
by LordMatt
Looks nice.

Posted: 22 Mar 2007, 19:36
by rattle
There can't be enough desert maps.

Posted: 23 Mar 2007, 03:07
by uber986
Unfortunately adding any kind of bump-mapping or detail to the main floor decreases the tiling efforts, resulting in extremely low frame-rates, and a much larger file-size.

Posted: 23 Mar 2007, 03:57
by smoth
dude, the mountains would be hills then.

we are not going to see bumps at this height. You would have to make the map 8X larger before I would even consent to the notion that we would see the texture of the sand. It looks fine.

Posted: 23 Mar 2007, 13:09
by Goolash_
I played the map yesterday and i got a bit of advice: This map is almost speedmetal.
wind: 10-35. that's way too much...
mex: 4 m per mex. that's way too much...

Other than that this map has a few nice features, like the fact that kbots can juts go around all the main defenses through the sides. if you could just lower the m output and the wind a bit this would be a great map.

Posted: 23 Mar 2007, 15:37
by Caradhras
I played it yesterday and it makes a lot of fun!

The great amount of ressources makes it very cool for 6v6 games.

Thumbs up!