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Help with making map

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I made a map

https://www.dropbox.com/s/m82b1wxusq0qa8c/Astral_Valley_V02.sdd.7z?dl=0


it looks like this:




V0.1
[Spoiler]

map was mostly done by USrankaeonios

need mex texture and feature [trees, rock] and player spawn point


Raw files:

https://www.dropbox.com/s/5z7pim2motim4cv/Test3raw.7z?dl=0
+1 / -0
Clearly the map texture isn't loading. Did you try to compile it and then send it to people?

Also the lack of nose is disturbing. Your map should have a nose. I like the eyes though.
+3 / -0

7 years ago
Use Spring Map Edit to import the texture and compile it. MapConv has so many issues that I gave up on trying to use it long ago. Also if you need someone to do texture art or fine terrain detailing I'd be more than happy to. :P
+1 / -0
USrankaeonios I'll take you up on your offer then, much appreciated

I will need to adjust water stat to make it more see through
need mex texture
need feature [trees, rocks, ...]
player spawn point

I am uploading the raw files
+0 / -0

7 years ago
Do you have an idea for a theme for the map? Like snow, jungle, tropical, badlands, etc?
+0 / -0

7 years ago
I am thinking sandy/rocky, I think this map is mostly completed texture wise but I am willing to learn how you can make it better
+0 / -0

7 years ago
tbh I'm not sure if I can do this. Parts of the map are easy enough, particularly the big hills and the water they surround, but other parts just feel too much like arbitrary bumps and ridges that don't seem to work with any given texture scheme.


+3 / -0
if you think that removing those mount and bump make it better then please remove away.

Make it the way you want it. this is meant to make you feel happy mate. I am not fussy about the little detail. Maybe I can just make photoshop auto smooth those bump next time

you would also notice that some irregular things happen near the edge which is a problem with my terrain sculpting software. I will pay more attention to it next time.

And how in God name were you able to have SME render the thing? I couldn't get it to do so for all the money in the world.
+0 / -0


7 years ago
good tip for maps - look at popular maps.

Any given area of terrain should basically be either flat, ramp, shallow cliff, steep or defined hill. avoid sweeping slopes and granular heightmaps, buildings cant be placed on them and shit dont work so well.
+0 / -0


7 years ago
Wavey terrain is not necessarily bad, I just think it is harder to pull off well.
+0 / -0

7 years ago
USrank[GBC]1v0ry_k1ng I respectfully disagree.

what you defined as good map sound like standard starcraft map.

I do think that your reasoning is valid and that my map should have more flatness to it. But to downright dismiss granular bump [and other feature] is ill advise I think.
+0 / -0

7 years ago
I guess I'll keep hacking at it then. :P
+0 / -0
quote:
what you defined as good map sound like standard starcraft map.

I do think that your reasoning is valid and that my map should have more flatness to it. But to downright dismiss granular bump [and other feature] is ill advise I think.


Interesting because I loathe Starcraft and all its conventions, but all the maps I enjoy are designed around defined open flat spaces and terrain features that dictate accessibility or different tiers of height - all the 'natural terrain' maps like Brazilian Battlefield, smoth & behes ambitious maps etc are largely shunned as players don't find it easy to parse them. Comet is one of the most popular maps and has almost no terrain at all - whilst most hilly maps are less played.
+2 / -0

7 years ago
idk, melt is pretty good and it's mostly mountains.

Honestly I'm not sure if I'll be able to do anything with this map. None of the textures I have particularly work well with it, and the pink granite-ish looking texture that it has already actually seems to work fairly well. It reminds me a lot of zed or sapphire shores. The main issues are that it uses a lot of prebaked lighting, which is bad because it's either misleading or redundant, and that the mountain 'rock' texture looks nothing like rocks. I think it might be cool if you made the water parts into multicolored hotsprings kinda like this:



The only features I could see working with it are maybe the crystal trees from zed. Also giving it a specular map would probably work well. Just take the diffuse texture and copy it, and paint any part of it that shouldn't be reflective black. Also set the alpha channel to maybe ~75% (specular maps require alpha which is specular power. High values lead to narrow specular angles, but I think for this a somewhat wider angle is better).
+0 / -0
7 years ago
Please... not the crystal trees. Why wont you let that stupid model die?
+0 / -0
I can give you un prepacked lighting texture if you want USrankaeonios just let me know, I am agog to see what you add to it.

I have no idea how to make the water look like that.

the rock doesn't look like rock huh? I wonder if there are any rock texture out there that would work better
+0 / -0

7 years ago
Actually the lighting wouldn't be bad if you used highlights only (no shadows) and maybe cut the brightest highlight down so that it doesn't go to pure white. Unfortunately I can't reproduce that texture without ending up with something that looks horribly tiled. The subtle color variations are also pretty much beyond my capabilities.

As for a rock texture, for this map maybe something like the sapphire shores crystals?


(tileable, colorize to taste)

I think pure white sand would also probably work better.


_


Don't worry about the water. That much I can easily fix.
+0 / -0
I don't think Melt is an example or a particularly good map. If i picked a map to champion "rolling hills are alright" it would be either Obsidian or Wanderlust.

Of course, both of these also contain decent amount of flat areas, but then so does Melt.

The texture pack where those crystals come from has a lot of good textures. I wish it was easier to make it work with DNTS though.
+0 / -0
I didn't actually find the texture pack for that, I just cut it out of sapphire shores's diffuse map and ran make seamless on it. :P

EDIT: Also I think melt is pretty good, although it's definitely spider heavy. Wanderlust is definitely cliffs and not hills, and I dislike obisidian. I think a better example of a widely played hills map would be archer's valley, even though it's technically flat enough to play veh on.
+0 / -0
I was thinking of including Archer because it's good. Also Terra. Wanderlust has cliffs and hills both.

The texture pack is this. It is advantageous to use the pack over naked diffuse copying because the pack also includes specular, emissive, and normal textures where applicable, if your texturing pipeline is capable of applying them.

Some of those maps are also quite good DNTS materials, though i still have no good idea on how to apply that (that is, how to make the process both automated and good).
+0 / -0
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