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As it says in the description SirArtturi did the heightmap, which he released on the spring forums, I did the rest. It wasn't just simply a "port" to ZK, I did the texture, metalmap, atmosphere, lighting, compiling, etc and everything else required to make it a playable work. I only edited a few heightmap things like smoothing access paths into the water and 2 more ramps in mid.
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1 |
As it says in the description SirArtturi did the heightmap, which he released on the spring forums, I did the rest. It wasn't just simply a "port" to ZK, I did the texture, metalmap, atmosphere, lighting, compiling, etc and everything else required to make it a playable work. I only edited a few heightmap things like smoothing access paths into the water and 2 more ramps in mid.
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Inspiration if anything would be the hotlips redux texture that I based this one from. I added grass and then tried to give it a more coastal look, and made the high areas solid rock.
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Inspiration if anything would be the hotlips redux texture that I based this one from. I added grass and then tried to give it a more coastal look, and made the high areas solid rock.
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5 |
Regarding
vehicles,
I
did
want
them
to
be
able
to
access
most
of
the
area,
though
perhaps
slopes
could
be
bigger
but
I'm
not
sure
yet
if
they
are
OP
on
this
map.
Other
units
have
advantages
too,
spiders/jumpers
can
traverse
the
rock
plateus
with
no
ramps,
hovers/amphs
can
go
through
ponds
and
access
back
and
sides
from
water,
air
can
easily
reclaim
the
10m
x5
rock
piles
on
the
islands.
(
you
guys
noticed
those
right?)
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5 |
Regarding
vehicles,
I
did
want
them
to
be
able
to
access
most
of
the
area,
though
perhaps
slopes
could
be
bigger
but
I'm
not
sure
yet
if
vechs/tanks
are
OP
on
this
map.
Other
units
have
advantages
too,
spiders/jumpers
can
traverse
the
rock
plateus
with
no
ramps,
hovers/amphs
can
go
through
ponds
and
access
back
and
sides
from
water,
air
can
easily
reclaim
the
10m
x5
rock
piles
on
the
islands.
(
you
guys
noticed
those
right?)
|