Loading...
  OR  Zero-K Name:    Password:   
Back to List

Incandescence 2

By qray, TheMooseIsLoose
Rating:

Rock island (~14x14) surrounded by lava. Up to 10 players (north west vs. south east) - metal income adjustable. Licence: Scripts GPL 2.0, map CC BY 3.0. Credits: Skybox - Beherith. Detail textures - Beherith, jylhis (http://jylhis.deviantart.com/). Volumetric clouds - Anarchid, jK. Lava - The_Yak, Knorke, Beherith, Anarchid, Audionautics, e__ (freesound.org), Kloot, [BoS]nixtux. Using map blueprint by jK.
Size: 16 x 16

PLAY ON THIS MAP


Downloads: 4138
Manual downloads:
http://api.springfiles.com/files/maps/incandescence_2.sd7
http://spring1.admin-box.com/maps/incandescence_2.sd7


Preview
Filter:    Player:  
Page of 2 (21 records)
sort


5 years ago
Refreshed qray's lavamap with @Ivand 's updated lava shader. Brighter tex, smaller archive size (40mb instead of 70)




+15 / -0
looks nice.

In terms of gameplay, the terrain obstacles are wide and high enough to block skirmisher and artillery fire and allow shorter ranged units to use them as cover.

some suggestions:

- metal spots should contrast more with the terrain (for example, brighter center and darker outline). I also dislike the purple color.

- the orange "lava cracks" on the island look weird. The map might look better if they were removed

- translucent lava looks weird if you zoom somewhat close to it. It should be opaque

- the island itself should stick out more from the surrounding lava level. There's no point in having gently sloped lava beaches your units can run into by mistake and get cooked


Weapons explode on lava with water CEG (there's a relevant fix on the engine https://springrts.com/mantis/view.php?id=5993). Either way, an idea would be to not use water at all, use terrain type speed modifiers to stop units from going into it and apply the damage through lua instead.
+2 / -0

5 years ago
Looks great! I wished that there were more lava maps!
+0 / -0
5 years ago
Anakin I've got the high ground!
+4 / -0
MouthOfMadness
5 years ago
lookin good
+0 / -0

5 years ago
Please report any issues with regards to new lava look on this map (Low FPS, compilation errors, visual artifacts, etc.) in this thread.
+0 / -0
5 years ago
map is fun should be played more
+0 / -0


5 years ago
How come speedmetal is good enough to be whitelisted in public hosts, but maps like this one are not?
+0 / -0

5 years ago
Because I missed the release. Supported.
+1 / -0
5 years ago
Downloads: 53
Players played this map: 7
Random mapvotemadness: over 9000
Should play this map: 1 = true
+0 / -0


5 years ago
That looks beautiful, and other than the coastal cooking the overall design looks good.
+0 / -0


5 years ago
I dislike the loud rumbling sound that permanently plays over this map.
+1 / -0
I was planning to change the lava look to something like this:
https://shaderfrog.com/app/view/2664 (note the look when camera is tilt or turner).

One issue though is that implementation (parallax mapping) might execute slowly on older GPU. Another possibility is to rewrite the shader code such that most of the effect look is done via tesselation process, however this

a) requires that ZK finally embrace one of the new engines (where I added support for tesselation stages to the engine code)
b) it might again not work on older GPUs or immature drivers (read Linux)

These two concerns make me hesitant to put efforts into changing the way lava is drawn. I wonder if there's some statistics of what GPU/drivers/maximum OpenGL version ZK is run on? This is also important, because newer version of engine (105+ I think) will only run on modern OpenGL implementation and it might make sense to figure out what percentage of the ZK community might be left out in the cold.
+3 / -0

5 years ago
I'd love to see some experimentation with shaders. Even if it doesn't run on every client yet.
+0 / -0


5 years ago
36% of players have openGL version 3. I collected data a while ago to complain about the non-maintenance engine failing to support many players, and the result sounds about the same as the update data. Here it is: https://docs.google.com/spreadsheets/d/1zlum1BJXWDCRLlCeQwka7NXGtw_I_CG1YyJhUUpZQAM/edit?usp=sharing
+3 / -0

5 years ago
Dammit 36% is freaking lots. I was genuinely hoping to hear something one magnitude lower.

Graphic effects ofc don't need to be synced, so a fallback to primitive lava effects can be established. Overall, let's see if I can find some time and motivation to put the stuff together.
+1 / -0


5 years ago
If you want to use features of the non-maintenance engine then there is no such thing as unsynced graphical fallbacks. Using features of openGL 4.x sits atop a massive chain of dependencies.
  • Get people to test the beta branch.
  • Apply the new engine and have it stick without issues.
  • Figure out whether the 36% value is real, or some driver/spring issue.
  • If the value is not real then report and fix the issue.
  • Rewrite most of the graphics and UI of ZK to be compatible with non-maintenance.
  • Extensively test and report issues about non-maintenance.
  • Apply the non-maintenance engine.
+0 / -0

5 years ago
Featured (partially on probation, people may find the visuals a bit in-your-face).
+0 / -0

5 years ago
Although it looks awesome and it's gameplay seems solid (after seeing and playing just a few games) the texture is just not well suited for fast paced RTS. It is way too busy, you should look for less busy textures with colours that are easy on the eyes. (ie not red and white or large moving area's :-p )
+0 / -0


5 years ago
I think cooling the orange lava trails in the flatter regions of the map would do the trick for reducing the noise.
+1 / -0
Page of 2 (21 records)
Back to List