Release: Nostradomus

Release: Nostradomus

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PicassoCT
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Release: Nostradomus

Post by PicassoCT »

Release Nostradomus..

Link:
http://www.fileuniverse.com/?p=showitem&ID=3541


Image

Image

Thx for the Helpflull Answers... and yes the windows are not corresponding to the lightpattern on the Map....
Last edited by PicassoCT on 23 Jun 2006, 00:37, edited 1 time in total.
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Dragon45
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Post by Dragon45 »

Just like the others... you're doing something very original again; looking forward to this.
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Zoombie
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Post by Zoombie »

It's a little hard to tell what your doing with just the one screen shot. Care to make some more?
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PicassoCT
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Post by PicassoCT »

It some Kind of Cathedral .. with lots of Columns.. those are just Renderings


It`s the Skybox that Still does Trouble me...

A would have love really Glass Windows in the Cathedral sorounding the Battlefield... and working tools - like old cranes..Ladders well. theres got to be something left to do in PS

Also need to put some Blood onto this Stones neear the Pools

But what about those deformable Fortresses.. i just imagine inside K-Bots repairing against Berthafire... :lol: 8)

Image
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Zoombie
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Post by Zoombie »

Huh.
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LOrDo
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Post by LOrDo »

At the risk of sounding stupid, Im still not quite sure what your doing, but it looks very cool. What am I looking at on the far right of the first screenshot, a stained glass window?
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Cheesecan
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Post by Cheesecan »

Those screenshots are very, very dark..
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PicassoCT
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Post by PicassoCT »

Yep, Cathedral of Dark Stone

@Lordo there is a Stained Glass Window on the Side ( whos light is falling on the Map- but it is not in Scene, the Things around - are Part of the Skybox, that is in there because i want the Skybox reflections in the marble of the Columns and the ground

Time to go back to work Lets Pray that the Skybox works - i hate it when i have to fix the big bugs like the ground in invernus..
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Min3mat
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Post by Min3mat »

Your maps are soooo pretty Picasso :) maybe we should flame you more about your concept maps if this is what results!!!! :D
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PicassoCT
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Post by PicassoCT »

They Maybe pretty, but it is not the graphical Aspect that counts ...
it is all about gameplay.

This Thing may take a while - i am currently discovering Problems...
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Comp1337
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Post by Comp1337 »

problems like what?
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SwiftSpear
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Post by SwiftSpear »

PicassoCT wrote:They Maybe pretty, but it is not the graphical Aspect that counts ...
it is all about gameplay.

This Thing may take a while - i am currently discovering Problems...
The trick is to design backwards. Figure out the gameplay mechanic you want, work backwards to figure out what you need to do to make it work (for instance, if you want kbots hiding among collums repairing you need something for them to defend in there and some reason for your enemies to develop defencive ranges nearby) the last stage is making the story/eyecandy of the map work with your gameplay template.
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PicassoCT
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Post by PicassoCT »

SwiftSpear wrote:
PicassoCT wrote:They Maybe pretty, but it is not the graphical Aspect that counts ...
it is all about gameplay.

This Thing may take a while - i am currently discovering Problems...
The trick is to design backwards. Figure out the gameplay mechanic you want, work backwards to figure out what you need to do to make it work (for instance, if you want kbots hiding among collums repairing you need something for them to defend in there and some reason for your enemies to develop defencive ranges nearby) the last stage is making the story/eyecandy of the map work with your gameplay template.

Peace of Truth i should have had months ago, at the beginning. I actually see those things, but just of the temporary peace of Eye Candy i am focusing on..
I very Fast loose the Overview for the whole Map... (something really visible in Bakermans Lair...
It is a really difficult thing imagine all those hills, how they could be used and how they influence there neighbourhood. This Problems is why i got back to Symmetry in Nostradomus. It might be primitiv form of balancing things, but it works.

The Currently appearing Problem is, that the "soft-ground" Fortresses crash the Game Engine, when the Commander Fires his Disintegrator on the thinnest (& and highest) Part of the Fortress.
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FizWizz
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Post by FizWizz »

If this is going to be a stone-work map, I'd suggest using the "notdeformable=1;" (or whatever it is) tag.
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Cheesecan
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Post by Cheesecan »

FizWizz wrote:If this is going to be a stone-work map, I'd suggest using the "notdeformable=1;" (or whatever it is) tag.
Isn't that tag broken?
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PicassoCT
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Post by PicassoCT »

Well - but thats the fun about it - having fotresses that can be deformed
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Zoombie
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Post by Zoombie »

I think the intention is to have the fortress be very softy and squishy, so you can't just hide behind them. Or am I crazy.
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PicassoCT
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Post by PicassoCT »

The Intention is to have a Fortress thats very soft, but defends as long as you have kbots reconstructing the Terrain.

Another Noobish Problem.

I have the Problem that within the Basins in the Ground there is no water, but they are darker then 50%
I experimented with the Heightsettings, but found no solution.
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Erom
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Post by Erom »

I'm pretty sure you might already know the following, but it's the nearest I can figure based on your question.

There isn't a fixed water height darkness, it depends on your height setting in mapconv.

So if you want 50% grey to be underwater, the middle of your height range also needs to be underwater (IE negative)

It works like this (this assumes you have both 0% and 100% on your heightmap, which should be the case (this maximises the range of greys you can play with for your heightmap))

the -x value in mapconv is the altitude (in elmos?) of a 100% white surface

the -n value is the altitude of a 0% white surface

To find the altitude of an intermediate shade of grey, do this,

n+(y*(x-n)) = a

or, simplified,

y*x + (1-y)*n = a

Where y is your value (in percent or in RGB value / 255)
x and n are the parameters from mapconv
and a is the altitude

So to make 50% grey underwater, you could for example set your water line at 55% grey. Then, some values for mapconv that would work are:

-x 82 -n -100 <- this would produce very low mountains
-x 205 -n -250 <- this would probably be better
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PicassoCT
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Post by PicassoCT »

Thx
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