Page 2 of 3

Posted: 01 Sep 2006, 08:45
by KDR_11k
Visible metal isn't possible if you don't use the small metal spot approach TA uses but have a more spread-out metal map.

Posted: 01 Sep 2006, 10:00
by SwiftSpear
KDR_11k wrote:Visible metal isn't possible if you don't use the small metal spot approach TA uses but have a more spread-out metal map.
Clarify please, visible metal is possible irrelevant of how you set up the metal map.

Posted: 01 Sep 2006, 10:18
by KDR_11k
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.

Posted: 01 Sep 2006, 10:45
by aGorm
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

Posted: 01 Sep 2006, 11:43
by Drone_Fragger
Yes Agorm. You are very lazy.

Posted: 01 Sep 2006, 11:58
by SwiftSpear
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.
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.

Posted: 01 Sep 2006, 12:43
by YHCIR
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.

Posted: 01 Sep 2006, 13:00
by HawkMan
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
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.

Posted: 01 Sep 2006, 13:07
by Warlord Zsinj
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.

Posted: 01 Sep 2006, 14:44
by aGorm
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.
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.

aGorm

Posted: 01 Sep 2006, 15:32
by BlackLiger
make a metal veins texture that overlays on top of the current one, but doesn't COVER it. So it just has thin streaks of metal visible where it's poking through....

Posted: 01 Sep 2006, 22:21
by PicassoCT
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...

Posted: 01 Sep 2006, 22:29
by Pxtl
SwiftSpear wrote:
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.
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.
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.

Posted: 01 Sep 2006, 23:09
by Caydr
SwiftSpear wrote:
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.
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.
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.

Posted: 01 Sep 2006, 23:18
by BlackLiger
Caydr wrote:
SwiftSpear wrote:
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.
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.
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.

which is what I was talking about.

Posted: 01 Sep 2006, 23:35
by Zoombie
I still don't understand what people have against F4 other then the fact it revials stealthed mexx's, witch is damned annoying.

Posted: 02 Sep 2006, 01:13
by Molloy
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.
QFT.

Posted: 02 Sep 2006, 07:25
by Quanto042
Molloy wrote:
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.
QFT.
I also concur, we need a more TAMEC inspired map hosting system.

Posted: 02 Sep 2006, 10:30
by BlackLiger
Muchly in agreement. If nothing else, it would help me find a map to use to produce a SPRING trailer FAR easier.

Posted: 02 Sep 2006, 14:56
by Decimator
BlackLiger wrote:Muchly in agreement. If nothing else, it would help me find a map to use to produce a SPRING trailer FAR easier.
Try River Dale or Giant Hills and Valleys, they are both pretty decent looking maps.