Forged Alliance Forever Forged Alliance Forever Forums 2019-03-14T04:28:16+02:00 /feed.php?f=53&t=14652 2019-03-14T04:28:16+02:00 2019-03-14T04:28:16+02:00 /viewtopic.php?t=14652&p=172736#p172736 <![CDATA[Re: biass' maps thread 2018]]>
I should probably put this here so people do not get their hopes up.
viewtopic.php?f=2&t=17008

Statistics: Posted by biass — 14 Mar 2019, 04:28


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2019-03-14T00:50:48+02:00 2019-03-14T00:50:48+02:00 /viewtopic.php?t=14652&p=172734#p172734 <![CDATA[Re: biass' maps thread 2018]]> Statistics: Posted by Lionhardt — 14 Mar 2019, 00:50


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2018-12-29T04:33:39+02:00 2018-12-29T04:33:39+02:00 /viewtopic.php?t=14652&p=170615#p170615 <![CDATA[Re: biass' maps thread 2018]]>
:)

Statistics: Posted by SilentWarrior — 29 Dec 2018, 04:33


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2018-12-15T07:04:23+02:00 2018-12-15T07:04:23+02:00 /viewtopic.php?t=14652&p=170210#p170210 <![CDATA[Re: biass' maps thread 2018]]>
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.

Statistics: Posted by biass — 15 Dec 2018, 07:04


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2018-12-14T18:43:06+02:00 2018-12-14T18:43:06+02:00 /viewtopic.php?t=14652&p=170203#p170203 <![CDATA[Re: biass' maps thread 2018]]>
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.

Statistics: Posted by Morax — 14 Dec 2018, 18:43


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2018-12-14T10:41:38+02:00 2018-12-14T10:41:38+02:00 /viewtopic.php?t=14652&p=170194#p170194 <![CDATA[Re: biass' maps thread 2018]]> Statistics: Posted by nine2 — 14 Dec 2018, 10:41


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2018-12-13T11:23:06+02:00 2018-12-13T11:23:06+02:00 /viewtopic.php?t=14652&p=170172#p170172 <![CDATA[Re: biass' maps thread 2018]]> Image

Work in progress decaling to help set up the theme, cannot say i am a fan of the ol evergreen tbh.
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Another:
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EDIT: lighting change, i dont know what i like more
Image

Statistics: Posted by biass — 13 Dec 2018, 11:23


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2018-12-07T19:46:40+02:00 2018-12-07T19:46:40+02:00 /viewtopic.php?t=14652&p=170107#p170107 <![CDATA[Re: biass' maps thread 2018]]>
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!

Statistics: Posted by Morax — 07 Dec 2018, 19:46


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2018-12-07T17:56:20+02:00 2018-12-07T17:56:20+02:00 /viewtopic.php?t=14652&p=170104#p170104 <![CDATA[Re: biass' maps thread 2018]]>
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!

Statistics: Posted by biass — 07 Dec 2018, 17:56


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2018-12-07T17:31:59+02:00 2018-12-07T17:31:59+02:00 /viewtopic.php?t=14652&p=170102#p170102 <![CDATA[Re: biass' maps thread 2018]]> Make sure stuff are droppable, otherwise i'm looking forward to play on it. What's the size and the amount of reclaim ?

Statistics: Posted by keyser — 07 Dec 2018, 17:31


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2018-12-07T17:25:40+02:00 2018-12-07T17:25:40+02:00 /viewtopic.php?t=14652&p=170101#p170101 <![CDATA[Re: biass' maps thread 2018]]>
Image

Gotta add something in that middle.

uh it's evergreen and is nicknamed wildpath

gonna trim a LOT of those mexes.

Statistics: Posted by biass — 07 Dec 2018, 17:25


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2018-11-21T06:44:56+02:00 2018-11-21T06:44:56+02:00 /viewtopic.php?t=14652&p=169745#p169745 <![CDATA[Re: biass' maps thread 2018]]>

Statistics: Posted by Morax — 21 Nov 2018, 06:44


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2018-11-21T00:26:43+02:00 2018-11-21T00:26:43+02:00 /viewtopic.php?t=14652&p=169739#p169739 <![CDATA[Re: biass' maps thread 2018]]> Statistics: Posted by biass — 21 Nov 2018, 00:26


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2018-11-20T22:12:09+02:00 2018-11-20T22:12:09+02:00 /viewtopic.php?t=14652&p=169736#p169736 <![CDATA[Re: biass' maps thread 2018]]>

Those snake shaped rifts look very cool, btw,

Statistics: Posted by Lionhardt — 20 Nov 2018, 22:12


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2018-11-17T09:07:15+02:00 2018-11-17T09:07:15+02:00 /viewtopic.php?t=14652&p=169615#p169615 <![CDATA[Re: biass' maps thread 2018]]>
I'll humor you with this but hey i'm probably not gonna work on it again for a while.

Image

QNA

Q: Hey biass X part in the middle looks busted
A: i know.

(EDIT): ayo fuckinnnnn JOKE still had some stuff left open in photoshop so not too much lost to be honest. mostly decal work, and some textures. updated the pic

Maybe i will do it again later but im still gonna go and get dinner so uh peace

Statistics: Posted by biass — 17 Nov 2018, 09:07


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