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):

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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 886 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.
Maps are important for FAF!

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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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Re: Morax's Maps

Postby Morax » 24 Aug 2018, 06:12

"Frithen" work-in-progress 1v1 10x10 map:

Spoiler: show
Image


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Ton of last-minute heightmap stuff to decide, textures, little bit of decals, resources. It should have maximum "play area" as the spawns will be quite far from each other...

It will end up playing like a hybrid of Loki, Regor VI, and Hollow
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