New map: Castles_floating

New map: Castles_floating

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Daan

New map: Castles_floating

Post by Daan »

A frien let meknow he wanted to make castles with water around so basically i came with in my oppinion a still to dark and to low water level map. But still i think it is ready to put it on UF.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

dan, there needs to be slopes so aquatic units can actually get through the water.
Daan

Slopes

Post by Daan »

YEp i think in a nother version i willl edd the slopes. Annd i f i found how rise the water level till grand level. And i used the old SMD file from Castles and it seems i need to modify it because the shades are making a dark impression on this map. Only i cant use the cmd creator because its probelly an old smd file maybe a remake of that file would do.
Daan

SMD (old)

Post by Daan »

I wanted too add this smd because its from the Castles map. Only i wunder how i can make my map a bit more light is it only to do with sun or cloud density or maybe also the heigt of the sun

here the smd

[MAP]
{
Description=Four Castles and a lake of gold;
TidalStrength=60;
Gravity=100; //in units/sec^2
MaxMetal=0.015; //how much metal a map square with the maximum metal value gives
ExtractorRadius=300; //radius that a single extractor(mine) extracts from
MapHardness=100; //defines how much the terrain changes from explosions etc

[ATMOSPHERE]
{
FogColor=0.7 0.7 0.8;
FogStart=0.2;

CloudColor=0.9 0.9 0.9;
SkyColor=0.1 0.15 0.7;

SunColor=1.0 1.0 1.0;
CloudDensity=0.55;

MinWind=10;
MaxWind=20;
}
[WATER]
{
WaterBaseColor=0.4 0.6 0.8; //color at water surface
WaterAbsorb=0.004 0.004 0.002; //how fast different colors are absorbed by the water
WaterMinColor=0.1 0.1 0.3; //the min value the water colors will go down to
}
[LIGHT]
{
SunDir=1 0.3 1; //direction of sun (spring will normalize it later)(y component is upward)

GroundAmbientColor=0.5 0.5 0.53; //ambient (non sun lit) color of ground (and grass etc)
GroundSunColor=0.7 0.6 0.4; //color of ground where fully sun lit (added to ambient)
GroundShadowDensity=1.0; //how far from the non shadowed to the ambient color stuff in shadow will go

UnitAmbientColor=0.5 0.5 0.53; //ambient (non sun lit) color of units (and wreckage etc)
UnitSunColor=0.8 0.6 0.4; //color of units where fully sun lit (added to ambient)
UnitShadowDensity=0.7; //how far from the non shadowed to the ambient color stuff in shadow will go
}
[TEAM0]
{
StartPosX=1700;
StartPosZ=1800;
}
[TEAM1]
{
StartPosX=6300;
StartPosZ=1700;
}
[TEAM2]
{
StartPosX=1800;
StartPosZ=6400;
}
[TEAM3]
{
StartPosX=6400;
StartPosZ=6400;
}
[TEAM4]
{
StartPosX=2000;
StartPosZ=600;
}
[TEAM5]
{
StartPosX=2000;
StartPosZ=3600;
}
[TERRAINTYPE3] //which terrain type goes where on the map is determined by the typemap
{
name=Sandy; //human visible identifier of the terrain type
hardness=.6; //multiplier of the global maphardness value (default value=1)
tankmovespeed=.8; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=.8; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=.8; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=.8; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}
[TERRAINTYPE1] //which terrain type goes where on the map is determined by the typemap
{
name=Fortress; //human visible identifier of the terrain type
hardness=1000; //multiplier of the global maphardness value (default value=1)
tankmovespeed=1.2; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=1.2; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1.2; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=1.2; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}
[TERRAINTYPE0] //which terrain type goes where on the map is determined by the typemap
{
name=Loch; //human visible identifier of the terrain type
hardness=1; //multiplier of the global maphardness value (default value=1)
tankmovespeed=1; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=1; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=1; //multiplier of ship units speed after slope mods etc has been applied (default value=1)
}
}
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

speed boost/slowdown dicks with mod ballance. you should use small values
Daan

Balance

Post by Daan »

Hmm Smoth are you refering to speed units?

I think i could just make the texture map brighter to make more light in ther.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Code: Select all

 name=Fortress; //human visible identifier of the terrain type
hardness=1000; //multiplier of the global maphardness value (default value=1)
tankmovespeed=1.2; //multiplier of tank units speed after slope mods etc has been applied (default value=1)
kbotmovespeed=1.2; //multiplier of kbot units speed after slope mods etc has been applied (default value=1)
hovermovespeed=1.2; //multiplier of hover units speed after slope mods etc has been applied (default value=1)
shipmovespeed=1.2; /
This will boost unit speeds to 120%

so if you have unit moving at 800 it will now be 960 movement.
Daan

hmm

Post by Daan »

so basicully i better set those valeus back to 1 so units have normal speed?
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

You should probaly change the description since the lake of gold doesnt exists anymore... :)
Daan

smd

Post by Daan »

The new smd has a description four castles and in a lake :D
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