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Mecharavaged v1.01 Matchmaking pool

By Dregs
Rating:

Size: 12 x 12

PLAY ON THIS MAP


Downloads: 867
Manual downloads:
http://zero-k.info/content/maps/Mecharavaged_V1.01.sd7


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36 days ago
Uploaded the correct heightmap this time. Fixes the hover-into-water ramp.

Please replace support from prior version to this one (if needed).
+15 / -0
35 days ago
NEW MECHA-REMIX-MAP JUST DROPPED
+0 / -0

34 days ago
interesting concept :)

--- comments / suggestions
- add detail textures, even a simple mild noise would make it look better when zoomed in

- a bit higher contrast overall

- the collision volume for the pipes is weird. small black ones have a weird wide cylinder and the ones in the water seem to not block movement

- make the vertical cliff faces slightly less steep to avoid them looking visually jagged and all-terrain pathing issues
(smoothing the heightmap slightly could also help)

- the opaque black water is weird, looks vary widely with display mode (/water)
+4 / -0


34 days ago
PTrankraaar thanks for the feedback.

DNTS is a maybe if I get time. Contrast is too subjective to the individual to lose sleep over.

I'll take a closer look at the colvols at some point too, though collision was disabled deliberately because of high potential for bullshit with features like these. Properly colvol'ed features is something of a lacking resource in ZK.

I tried 3 different techniques to fix the jagged-ness ofedges, all based on reasonable assumptions about the cause, and not one actually worked in practise. It appeared that only 90 degree angles were suitable enough for the engine to render smoothly, anything else would go jagged in-engine no matter how perfectly distributed the pattern of pixels in the heightmap was. You think that making them less binary in steepness fixes this?

The water can get the same treatment Mechadansonia's got I think. I used mapinfo.lua from Mechadansonia when setting this up, but I had never manually downloaded GF's water tweaks back into my working environment so that's probably why it's the same old water. Can you tell me what about it is "weird"?
+0 / -0


32 days ago
Some comments:
  • The sharp walls are too sharp or the texture needs improving. The rocky ground currently bleeds up in steep cliffs in a way that looks bad.
  • The dark areas on the rocky cliffs are too dark. They become pure black without LOS, which ruins the 3Dness of the map.
  • The water seems far too dark to see amph units.
  • The map border should be subtly visible to make controlling units that go in the sea areas (as well as air units) less annoying. It is currently impossible to know where to click so a move order goes through.
+1 / -0
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