new map - tundra - Page 2

new map - tundra

Discuss maps & map creation - from concept to execution to the ever elusive release.

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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: new map - tundra

Post by CarRepairer »

MidKnight wrote:please up wind, ca wind gens cant harness it :(
Don't bother requesting this.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: new map - tundra

Post by Gota »

hunterw wrote:since its a topic of heated discussion in every game:

solar:
metal cost: 145
energy cost: 0
output: 20
metal efficiency: 13.8% e output per metal cost
energy efficiency: infinity% e output per energy cost


wind:
metal cost: 35
energy cost: 162
output: 8.9 (wind changes direction, u dont get solid 9)
metal efficiency: 25.4% e output per metal cost
energy efficiency: 5.5% e output per energy cost


tidal:
metal cost: 82
energy cost: 412
output: 9
metal efficiency: 11.0% e output per metal cost
energy efficiency: 2.2% e output per energy cost


adv solar:
metal cost: 343
energy cost: 4725
output: 75
metal efficiency: 21.9% e output per metal cost
energy efficiency: 1.59% e output per energy cost


wind is the most metal efficient source of energy, but they blow up like the hindenberg. unlike most maps where average wind is closer to 13 you get a virtually steady 8.9

1v0ry_k1ng wrote:this map is kickass

how about a kbot map next :-)
okey
Many mexes on hills few on big flat spaces?
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: new map - tundra

Post by hunterw »

CarRepairer wrote:
MidKnight wrote:please up wind, ca wind gens cant harness it :(
Don't bother requesting this.
Saktoth explained how CA's wind works to me so next time i'll do 7-12ish

CA wind would suck ass on this map anyway, since the highest elevation you can build on is pretty low
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: new map - tundra

Post by CarRepairer »

hunterw, I love your maps (please make FFA, I'm begging every mapper for more of those - particularly 4,5,6,7 player). But don't bother setting up wind values for CA, it's a waste of your time. After tonight it will be unneeded. Just focus on balancing it for BA or whatever kids play these days.

If anything this nice map is the reason I finally did what I have done. So rejoice.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: new map - tundra

Post by BaNa »

CarRepairer wrote: If anything this nice map is the reason I finally did what I have done. So rejoice.
Good lord i think he killed saktoth
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: new map - tundra

Post by MidKnight »

he was about to do something much worse...


...but we stopped him. :P

well, actually, he was gonna normalize wind for all maps, and he decided to make it a modoption. :mrgreen: Now CA is better than ever!
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: new map - tundra

Post by bobthedinosaur »

damn those sharp mountains are some of the most realistic looking ive seen in spring, very nice.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: new map - tundra

Post by CarRepairer »

BaNa wrote:
CarRepairer wrote: If anything this nice map is the reason I finally did what I have done. So rejoice.
Good lord i think he killed saktoth
GOOD LORD WHAT HAVE I DONE!! IT WAS AN ACCIDENT! AN ACCIDENT!!!!!! :o :o :o
*hides the chainsaw and sledgehammer and flathead screwdriver*





These blood-covered tools were like that when I got here.

P.S. CA players can now play tundra or any map with wind. Tabula is dead! Long Live Tundra!
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: new map - tundra

Post by Forboding Angel »

hunterw wrote:
Beherith wrote:Pretty!
Love the heightmap, that worldmachine is some powerful stuff. The texture could use a tad more variation though imo. Also, how do you get your water to blend so well with your WaterPlaneColor?
secret technique :P

Image
using this screenshot, i crop that strip of the deep green-colored ocean sand, gaussian blur x 1000'd it in paint shop pro, then used that color. course ya gotta divide by 255 to get the floating point version of the RGB

also the edge of the texture map does a gradient to a solid color

you can still faintly make out the edge if you look really hard due to the detailmap - also, the color isn't perfect

Nice wallhack :P
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: new map - tundra

Post by 1v0ry_k1ng »

kbot map would just be like the sides of tabula but across a whole map. lots of flat plains at diffrent altitudes with hills and ridges and ramps leading inbetween. so vehicles can still get around via the ramps, but kbots give alot more flexibility

and yeah, mexes in inacessible spots should be a standard on every map imo :p
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: new map - tundra

Post by hunterw »

MidKnight wrote:I want perfect map edges! GIMME!!!1!!!!!11! :P
type /shadows 1

the color was set to that, not /shadows 0

in hindsight i should probably always set it to /shadows 0 since i dont think many ppl use them
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