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Re: tmp's maps

Posted: 07 Jun 2012, 01:25
by sg1efc
Thanks Tmp. :)

Re: tmp's maps

Posted: 07 Jun 2012, 01:39
by aubergine
Tmp, your maps are awesome!

Have you ever considered writing some map making guides explaining how you come up with these ideas?

Re: tmp's maps

Posted: 07 Jun 2012, 18:50
by cybersphinx
aubergine wrote:Have you ever considered writing some map making guides explaining how you come up with these ideas?
Answers split off to viewtopic.php?f=8&t=9533.

Re: tmp's maps

Posted: 07 Jun 2012, 19:05
by tmp500
cybersphinx wrote:
aubergine wrote:Have you ever considered writing some map making guides explaining how you come up with these ideas?
Answers split off to viewtopic.php?f=8&t=9533.
thanks!

i updated the last map with full bases and scavs

Re: tmp's maps

Posted: 09 Jun 2012, 16:49
by tmp500
yes i know... another 3vs4 :stressed: but lets face it... u got a map with a uneven player count, you will eventually have to make uneven teams... so why not just implement that fact into the map and make it a bit easier for the smaller team.... havent tested it yet with humans...so the map is a work in progress i guess...
7c-swirl.wz
(29.8 KiB) Downloaded 520 times
screen000_mapJ000.png

Re: tmp's maps

Posted: 09 Jun 2012, 18:41
by Giani
The map looks like Mozilla Firefox 's logo, but instead of a fox, a shark...

Re: tmp's maps

Posted: 09 Jun 2012, 20:26
by tmp500
ye got the same impression once it was filled up with a solid color... i wonder why the street textures show up in the preview tough

Re: tmp's maps

Posted: 10 Jun 2012, 04:54
by sg1efc
Cool, Thanks Tmp. :)

Re: tmp's maps

Posted: 10 Jun 2012, 06:39
by Merowingg
Heh the colours can surprise yes :) Few times I was surprised of how different and not necessarily better, map looked in the real preview, not the FlaMe preview :)

And the roads always appear :) I think it is good, the previews are not so pale, and give some extra ideas about the layout sometimes.

Re: tmp's maps

Posted: 10 Jun 2012, 23:28
by tmp500
nothing special... balablabla.... 6 player map.... hf
6c-mesh.wz
(39.75 KiB) Downloaded 528 times
screen000_mapK001.png

Re: tmp's maps

Posted: 13 Jun 2012, 15:49
by tmp500
updated / finalized all maps - various height issues and derricks that were too close on the edge of cliffs

Re: tmp's maps

Posted: 16 Jun 2012, 01:44
by tmp500
i got a stupid problem - how can i get this smiley to show up in the preview... i tried with those roads which doesnt really help. i dont want to solve it with cliffs ... my last resort would be to retexture it to a urban tileset and then (i think) the roads should show up clearly... but that doesnt sound any fun :stressed:
screen.png

Re: tmp's maps

Posted: 16 Jun 2012, 01:50
by Merowingg
I assume it is at level 0 of height, then situation changes :) try to elevate it to 50 maybe ? for example water at the lever of 0 of arizona many times just do not show up, that is why many of my maps starts from 50 :) I assume 75% of them :)

Just try to elevate it :)

U2 - Elevation! Angelina Jolie ah....

Re: tmp's maps

Posted: 16 Jun 2012, 01:52
by aubergine
I think the main problem is that the units appearing on the minimap are obscuring the terrain, regardless of what terrain or height you use.

Re: tmp's maps

Posted: 16 Jun 2012, 01:54
by Merowingg
Yes after spending hundreds of hours with FlaMe try to elevate the terrain :lecture: