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Map Aetherian Void 1

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Date Editor Before After
5/12/2017 1:43:30 AMCArankAdminShadowfury333 before revert after revert
5/12/2017 1:42:38 AMCArankAdminShadowfury333 before revert after revert
5/12/2017 1:41:59 AMCArankAdminShadowfury333 before revert after revert
Before After
1 @Skasi Why? I get that readability issues might be a concern ( though in that case I would put Titan Duel on the bad side) , but otherwise this is the way to go. All the maps you listed as good ( except Tabula) aren't that visually interesting. 1 @Skasi Why? I get that readability issues might be a concern ( though in that case I would put Titan Duel on the bad side) , but otherwise this is the way to go. All the maps you listed as good ( except Tabula) aren't that visually interesting, and even the dead new RTS games ( like Grey Goo) look way better.
2 \n 2 \n
3 The only (minor) issue I have with the newer map aesthetics is that they are tending towards increasing levels of fractal terrain generation combined with rather noisy ground detail textures, and it's pretty much just more of what's always been. I guess natural looking maps are historically the norm with Spring engine games, but I would think the best showcase for SSMF would be something a bit more artificial, something with metal squares or hexes on plastic or carved stone. No need for noise there, as well-applied specular mapping to distinguish metals from plastics/rocks and limited normal/detail maps to emphasize pieces of something larger would be a way to go. 3 The only (minor) issue I have with the newer map aesthetics is that they are tending towards increasing levels of fractal terrain generation combined with rather noisy ground detail textures, and it's pretty much just more of what's always been. I guess natural looking maps are historically the norm with Spring engine games, but I would think the best showcase for SSMF would be something a bit more artificial, something with metal squares or hexes on plastic or carved stone. No need for noise there, as well-applied specular mapping to distinguish metals from plastics/rocks and limited normal/detail maps to emphasize pieces of something larger would be a way to go.