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Lava Highground 2.11 Featured

By RedTurtle, TheMooseIsLoose
Rating:

Take the center.
Size: 8 x 8

PLAY ON THIS MAP


Downloads: 6175
Manual downloads:
http://zero-k.info/content/games/lava_highground_2.11.sd7


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5 years ago
Added lavashader, some mild detailing and specularity, hardened ground.

+1 / -0
that lava shader looks nice. I'm thinking of making a lava map myself, maybe i'll use it :)

It's not a map thing, but the translucent grid on the outside of the map would look better if it were opaque.
+0 / -0
5 years ago
Nice harder is better.
+0 / -0

5 years ago
I think something like this might replace lava texture for High or Ultra quality graphic settings:
https://www.shadertoy.com/view/Xs3BzS
+0 / -0


5 years ago
I think out of all lava shaders on shadertoy this one is the best: https://www.shadertoy.com/view/lslXRS

Additionally it looks like it would work much better with the edge highlight.

That said the current lava shader's edge highlight is just based on "water depth". It should instead have edge detection.
+1 / -0
I'm afraid both look too fancy for this map:
Anarchid's Lava
Ivand's Lava

Though with partial opacity, both effects look much more mild.
+0 / -0
I think they're fairly okay, but the textures are stretched way too large. And there's no edge glow.
+0 / -0
5 years ago
I just hope you make no map which kills just my FPS.
+0 / -0

5 years ago
DErankWeltenwind, usually shaders are almost free in terms of FPS impact.

EErankAdminAnarchid, I was just trying stuff. Edge detection will require a lot of changes. Texture is stretched to avoid seams.
+0 / -0
quote:
I was just trying stuff. Edge detection will require a lot of changes. Texture is stretched to avoid seams.

Indeed. It's just that i think it will be much fitting with these. Primarily, i think that the difference in texture frequency between both the current lava and the lavas you tested is what's the worst part of it.

The stretching/tiling issue i think can be fixed by increasing noise frequency in the shader. Edge-detect highlighting will require a more significant modification, but i think it can be done without any true edge detect - just run a lowpass on the heightmap, then blur, then multiply.

(I wonder if lava can be made to play well with map or even dynamic lighting...)
+0 / -0
I think it's the best I can get to for now

Also would be great if map texture didn't have these red, hot shore edges. It's much easier to blend them in in the shader.
+2 / -0


5 years ago
Lava can be raised to conceal the edges by lowering the map height.
+0 / -0

2 years ago
I just played an FFA on this map and the pathfinder was misbehaving badly.... There was a lot of terra, but I kept finding that units wouldn't go onto land that used to be lava. Is the map configured with null path zones or is that an engine bug?
+0 / -0


2 years ago
Hi CArankPxtl, I've opened issue #4406 based on your comment.
+1 / -0
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