Morax's Maps

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Re: Morax's Maps

Postby Morax » 21 Jan 2018, 17:23

Design progress on my next map "Norfair" which will be a 15x15 (enabled by area setting) with about 15x12 gameplay area:

https://imgur.com/a/CSBuV

Heightmap generation:

Spoiler: show
Image


In-game shot to test visual lighting (as of right it is terrible and will be reworked):

Spoiler: show
Image


lava walkway - testing textures and decals to paint the map:

Spoiler: show
Image


adding to mountains and making use of the "scatter brush" for a nice, blended terrain:

Image
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Re: Morax's Maps

Postby Lionhardt » 21 Jan 2018, 18:47

Is the lava texture ingame? Looks so much better than any other lava texture ingame I know of.

I some places I find the heightmap to still look a bit "drawn". You have a few places where there are circular structures:

IpiAOUF.jpg
IpiAOUF.jpg (518.55 KiB) Viewed 396 times


Imo those look kinda weird and artificial. But maybe that's just me.


For my taste the mex layout is a little to evenly distributed. I would add some clusters and remove some single mexes. But... 2 cents and stuff.
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Maps needing gameplay feedback:
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[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns
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Re: Morax's Maps

Postby Morax » 21 Jan 2018, 20:31

No, you are certainly right. World Machine kind of sucks with small structures like that, so I am working in the editor to make them a little more realistic by altering the height further. Some are a tad too difficult to rework so that's where decals/texturing magic helps a ton.

The mex, hydro, etc layout is preliminary. I did some test runs with Mountain in 1v1 and it played fairly action-packed. There will of course be iterations of distances to expand, reclaim use, etc etc. This is pretty much in alpha-beta stage as far as I am concerned!

The lava texture is actually a bunch of blends with the ozonex editor scatter tool and a TON of little "path" rock decals. That is not a texture alone.

Thanks for feedback, Lion 8-)
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Re: Morax's Maps

Postby Lionhardt » 21 Jan 2018, 21:23

Guess I need to check out how far Ozonexes editor has come.
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Maps needing gameplay feedback:
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[list updated last: 31.1.2018]

(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns
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Re: Morax's Maps

Postby Morax » 22 Jan 2018, 20:35

Lionhardt wrote:Guess I need to check out how far Ozonexes editor has come.


As of right now symmetry tool for placing mexes, hydro, markers, etc; terrain manipulation; decal and prop placement / management is superior.

Lighting, water settings, and visual is not true to what the game engine produces so you need to use the release pre-alpha editor to set those. Units are not included in ozonex editor yet, either, but should be soon.

It's nearing stand-alone status, although I'm worried about lighting in his editor verse what you see in game. He's doing an amazing job making a modern tool to help keep fresh content alive.
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Re: Morax's Maps

Postby Franck83 » 31 Jan 2018, 22:57

Although i prefer green forest map, this an impressive heightmap work on Norfair. And Lava walkway sounds very natural.

Give me the feel of a last act campaign map !
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Re: Morax's Maps

Postby Morax » 18 May 2018, 01:16

Now available in your friendly, community map vault.

Developed from the start with OzoneX's FaF editor:

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Re: Morax's Maps

Postby Morax » 18 May 2018, 02:04

Work on my next map based on a concept I thought of last December is beginning immediately. Now that the Adaptive feature set has been brought into capability, I must make a team game map!

For this map, I will be recording the process and demonstrate key parts of mapping and how to use the OzoneX FaF editor, Photoshop, and World Machine*

* Not necessarily going to be used for the final product, but it will be tested

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Re: Morax's Maps

Postby Mad`Mozart » 18 May 2018, 22:11

Wait, so you still didnt use WM for your Norfair map? :o
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