sm3... clarification
Posted: 19 Mar 2007, 19:39
im sorry, but i just dont quite understand.
sm3 is basically instead of designing 4-5 maps, you design a heightmap produce some seemless tiles and make blendmaps and a text file to specify how these are spread accross the map.
but i can do this much better with photoshop, and ontop of that i can add all kinds of other cool features/ designs to my map, also i have more blending options.
advantages
-feature placement may be easier
but disadvantages
-metal spots much harder to make (visual metal spots)
-seems much harder to learn for novices (i mean not everyone has coding experience, but almost everyone has played around in ms-paint.)
-much harder to make nice looking maps.
i mean your gonna have to do everything in photoshop to see how it looks then put it into the editor, like, its harder to visualise what your map looks like before its finished
-square maps only.
# if you want a very rectangular map (half of spring maps are rectangles remember) then you have to make a big square map and then block off the sides with mountains/ditches, thats alot of wasted rendering power.
also alot of maps are better off rectangular, your far away from your enamies but close to your allies, it makes for longer games as early rushes are less effective if your allies help can make it to your base faster then enamy reinforcements can come.
questions
1 - is there some BIG feature im missing out on?
2 - one thing that might win me over is if you can define how a specific
3 - layer should be rendered, like a layer with metal patches on you could make it very shiney.?
4 - will sm2 maps still work in later versions of spring?
it just seems to me that everyone is making a rave about something that is worse then the original...
(Sorry to be rude i know alot of people are putting alot of hard work and effort into this for free)
but maybe someone can enlighten me about what excites them about sm3
D.R[/b]
sm3 is basically instead of designing 4-5 maps, you design a heightmap produce some seemless tiles and make blendmaps and a text file to specify how these are spread accross the map.
but i can do this much better with photoshop, and ontop of that i can add all kinds of other cool features/ designs to my map, also i have more blending options.
advantages
-feature placement may be easier
but disadvantages
-metal spots much harder to make (visual metal spots)
-seems much harder to learn for novices (i mean not everyone has coding experience, but almost everyone has played around in ms-paint.)
-much harder to make nice looking maps.
i mean your gonna have to do everything in photoshop to see how it looks then put it into the editor, like, its harder to visualise what your map looks like before its finished
-square maps only.
# if you want a very rectangular map (half of spring maps are rectangles remember) then you have to make a big square map and then block off the sides with mountains/ditches, thats alot of wasted rendering power.
also alot of maps are better off rectangular, your far away from your enamies but close to your allies, it makes for longer games as early rushes are less effective if your allies help can make it to your base faster then enamy reinforcements can come.
questions
1 - is there some BIG feature im missing out on?
2 - one thing that might win me over is if you can define how a specific
3 - layer should be rendered, like a layer with metal patches on you could make it very shiney.?
4 - will sm2 maps still work in later versions of spring?
it just seems to me that everyone is making a rave about something that is worse then the original...
(Sorry to be rude i know alot of people are putting alot of hard work and effort into this for free)
but maybe someone can enlighten me about what excites them about sm3
D.R[/b]




