Why so little map variety?
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- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I think what he means is if (like alot of my maps) you have metal that is all over the shot, putting a metal texture were the metal is would turn it into a metal map. (I mean as in turn it into CorePrime esque map).
Why on earth (assuming you took the metal everywere aproch) would you take your loverly green hills and plaster a Huge metal texture over half of it just because there was metal there??
However for OTA style patch's I guess there's no exchuse realy... (Im just lazy..)
aGorm
Why on earth (assuming you took the metal everywere aproch) would you take your loverly green hills and plaster a Huge metal texture over half of it just because there was metal there??
However for OTA style patch's I guess there's no exchuse realy... (Im just lazy..)
aGorm
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
People only host those same maps because players only join the games playing those maps.
If you host some different map (splintered tropics, for example) hardly anyone joins the game, they you have the problem of waiting for people to download/people get bored of waiting for others to download.
Also, people get to know the tactics/methods of playing the maps and become more efficient and more likely to win.
If you host some different map (splintered tropics, for example) hardly anyone joins the game, they you have the problem of waiting for people to download/people get bored of waiting for others to download.
Also, people get to know the tactics/methods of playing the maps and become more efficient and more likely to win.
I think you could get a very cool effect if the large are with metal had some long hairline cracks where you could spot shiny metal. if texture well it would loko very good and give a hint to where there's metal.aGorm wrote:Why on earth (assuming you took the metal everywere aproch) would you take your loverly green hills and plaster a Huge metal texture over half of it just because there was metal there??
aGorm
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Warlord Zsinj
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I still think players should be forced to rank a map after playing on it, and maps should be listed according to rank. Rank is expressed as a ratio, not as how many votes are placed, so the afore mentioned 'pulp' maps don't dominate.
There has to be a way to seperate the good maps from the many, many average maps out there.
There has to be a way to seperate the good maps from the many, many average maps out there.
Yhe, but to be fair the point of it being on the texture is so you would not have to look at the metal map... If you just did that (which I would consider) you would still have to look on teh actull metal map to see how the metals relay laided out! So you may aswell not do it atall... unless its happens to look estecicly pleasing.HawkMan wrote: I think you could get a very cool effect if the large are with metal had some long hairline cracks where you could spot shiny metal. if texture well it would loko very good and give a hint to where there's metal.
aGorm
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
New Map format will solve the Size Problem - however, the Problem is that humans like Security, they like to win under safe condition. So why move out of the comfortable Hive ?
I suggest Advertising in the Client - pointing on Similar Maps to the one you currently have selected. That way the fear of the unknown vannishs. At least i hope so.
I also suggested once to create a preview of the Map, without the Texture, the Skybox, just monocoloured Landscape with metall to play upon. And if you like it - dl the full version.
And we need to get rid of some Maps. In my Case - it is Greenpie. I really regret uploading that Mapcrap. I was young...
I suggest Advertising in the Client - pointing on Similar Maps to the one you currently have selected. That way the fear of the unknown vannishs. At least i hope so.
I also suggested once to create a preview of the Map, without the Texture, the Skybox, just monocoloured Landscape with metall to play upon. And if you like it - dl the full version.
And we need to get rid of some Maps. In my Case - it is Greenpie. I really regret uploading that Mapcrap. I was young...
Castles is a good example of a map where, after hitting F4 once, I know where the metal is - it's not perfect, it would be better if the castle-with-metal tex was different from castle-without.... but at a glance I can see that the courtyards and the sand are metal, the water is heavy metal, and the ramps/entrances/towers are non-metal.SwiftSpear wrote:You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
Sure it will. I'm not sure what map I saw it on, but I've seen a metal texture blended into the grass... maybe with an an overlay filter? ... and it looked very nice. It was spread over an area of about 250 or so units.SwiftSpear wrote:You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Caydr wrote:Sure it will. I'm not sure what map I saw it on, but I've seen a metal texture blended into the grass... maybe with an an overlay filter? ... and it looked very nice. It was spread over an area of about 250 or so units.SwiftSpear wrote:You can still create a visual metal effect on the master texture, it just won't be as immediately sensical the way it is with OTA metal patches.KDR_11k wrote:I take visible metal to mean metal patches are visible without F4 view. For a more spread out metal layout you can maybe overlay the metal map over your normal texture but that'd look just plain weird and depending on the base colors of the map might be difficult to see in many places.
which is what I was talking about.
QFT.Warlord Zsinj wrote:I still think players should be forced to rank a map after playing on it, and maps should be listed according to rank. Rank is expressed as a ratio, not as how many votes are placed, so the afore mentioned 'pulp' maps don't dominate.
There has to be a way to seperate the good maps from the many, many average maps out there.
I also concur, we need a more TAMEC inspired map hosting system.Molloy wrote:QFT.Warlord Zsinj wrote:I still think players should be forced to rank a map after playing on it, and maps should be listed according to rank. Rank is expressed as a ratio, not as how many votes are placed, so the afore mentioned 'pulp' maps don't dominate.
There has to be a way to seperate the good maps from the many, many average maps out there.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
