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Re: biass' maps thread 2018

PostPosted: 07 Dec 2018, 17:25
by biass
Bombed out a heightmap in a few hours for an idea i had. (this post was made by anti wm gang)

Image

Gotta add something in that middle.

uh it's evergreen and is nicknamed wildpath

gonna trim a LOT of those mexes.

Re: biass' maps thread 2018

PostPosted: 07 Dec 2018, 17:31
by keyser
It seems to be one of the best map design made latelly.
Make sure stuff are droppable, otherwise i'm looking forward to play on it. What's the size and the amount of reclaim ?

Re: biass' maps thread 2018

PostPosted: 07 Dec 2018, 17:56
by biass
keyser wrote:It seems to be one of the best map design made latelly.
Make sure stuff are droppable, otherwise i'm looking forward to play on it. What's the size and the amount of reclaim ?


Its just a 10km.
I have not started on reclaim yet, expect around regor or maybe a little less reclaim? less midmass and more over to the sides as i try and not make another abhor. You'll see some cheap civ building wrecks to suit the fiction i have planned for it too.

I will make sure those plateaus are droppable!

Re: biass' maps thread 2018

PostPosted: 07 Dec 2018, 19:46
by Morax
I like the concept, aside from one thing: it's awfully crowded for a 10x10 km. The ability to raid will be heavily impeded by long routes and easy to defend choke points, which results in more of the same eco and tech, turtle gameplay.

Maybe knock out some of the mountains and just make some nice, aesthetic feature that can be traversed by units.

I think my favorite thing about Abhor is the mexes in the mountains. The game play usually involves raiding, big armies, and some nasty drops in the back where the side mexes exist.

I'll wait and see how this turns out, but abhor and farce in forest have turned to classics in my book.

Well done and keep it up!

Re: biass' maps thread 2018

PostPosted: 13 Dec 2018, 11:23
by biass
I changed a few things and started setting it up a bit more. Still missing a middle.
Image

Work in progress decaling to help set up the theme, cannot say i am a fan of the ol evergreen tbh.
Image

Another:
Image

EDIT: lighting change, i dont know what i like more
Image

Re: biass' maps thread 2018

PostPosted: 14 Dec 2018, 10:41
by Anihilnine
looks great

Re: biass' maps thread 2018

PostPosted: 14 Dec 2018, 18:43
by Morax
Did you use the rock albedo decal on those mountains in those last two images, then stack a normal decal on top to create that transition effect? It looks really solid, man...

Also why don't you like the evergreen texture set? It looks fine if you layer multiple textures together... it's tougher to use then desert and ice world, but you are doing great here.

Re: biass' maps thread 2018

PostPosted: 15 Dec 2018, 07:04
by biass
Morax wrote:Did you use the rock albedo decal on those mountains in those last two images, then stack a normal decal on top to create that transition effect? It looks really solid, man...


Almost; I planned out where i wanted the rock texture to end with normal decals and then filled it out with the rock albedo.
The rock albedo scales really well, so you can cover a lot of space with a big one and then fill out the small details with smaller ones.

Morax wrote:Also why don't you like the evergreen texture set? It looks fine if you layer multiple textures together... it's tougher to use then desert and ice world, but you are doing great here.


Evergreen seems to feature a bunch of 2 or 3 textures per lighting setup, and thus if you're me and you don't use default lighting, you really only have a few items to work with.
So what you're seeing here isn't really "evergreen" anymore, it has tropical, red barrens, and even lava thrown in at some places, i'll probably find a use for swamp too because i have a few more layers to choose.

Re: biass' maps thread 2018

PostPosted: 29 Dec 2018, 04:33
by SilentWarrior
Yes, defo looks great!

:)

Re: biass' maps thread 2018

PostPosted: 14 Mar 2019, 00:50
by Lionhardt
Outstanding texture work, biass!