Forged Alliance Forever Forged Alliance Forever Forums 2016-11-08T22:16:58+02:00 /feed.php?f=53&t=9406 2015-04-07T01:10:15+02:00 2015-04-07T01:10:15+02:00 /viewtopic.php?t=9406&p=97858#p97858 <![CDATA[Re: My map projects]]> Statistics: Posted by Tokyto — 07 Apr 2015, 01:10


]]>
2015-04-06T20:18:55+02:00 2015-04-06T20:18:55+02:00 /viewtopic.php?t=9406&p=97837#p97837 <![CDATA[Re: My map projects]]> Statistics: Posted by Morax — 06 Apr 2015, 20:18


]]>
2015-04-06T13:00:42+02:00 2015-04-06T13:00:42+02:00 /viewtopic.php?t=9406&p=97800#p97800 <![CDATA[Re: My map projects]]>
Finally It's getting a nice shape, but still SO much work ahead :S

Image

Statistics: Posted by Tokyto — 06 Apr 2015, 13:00


]]>
2015-03-28T22:17:40+02:00 2015-03-28T22:17:40+02:00 /viewtopic.php?t=9406&p=97256#p97256 <![CDATA[Re: My map projects]]> (might still change, since i'm very mind changing guy when it comes to mapping :P )

- height from 2 to 6

Image

So, i made some progress on one plateau, technically i shouldn't be decalsing and texturing so much yet when i haven't even finished heightmap, but i needed to know the limitations and what it might look like in the end. Now i will move to the middle of the map (as you can see on one of the pictures, i haven't worked on it much yet :( )

Image

Statistics: Posted by Tokyto — 28 Mar 2015, 22:17


]]>
2015-03-27T18:05:45+02:00 2015-03-27T18:05:45+02:00 /viewtopic.php?t=9406&p=97192#p97192 <![CDATA[Re: My map projects]]>

Statistics: Posted by Hellcat — 27 Mar 2015, 18:05


]]>
2016-11-08T22:16:58+02:00 2015-03-27T17:53:00+02:00 /viewtopic.php?t=9406&p=97191#p97191 <![CDATA[Re: My map projects]]>
Now that i released version 8 for Diversity (v2 for EP) and fixed lot and lot of annoying things and unbalances, i'm finally free to start off new map project! (Definitely go check it out! I completely rebalanced it. Also feel free to criticize anthing anytime!)

The Funeral Plain

Basic concept
Spoiler: show
Visuals:
- Desert map, partly inspired by Dune 2000
Gameplay:
- Very open, flat map, where contesting for territory pays off and run-bys will be a dangerous tool. This means that intel will be more then necessary and balance between air and land will be a key to victoy.
- ''Classic'' air position won't be featured in this map, as well as majority of mexes in the base for easy turtling. This map will encourage you to play actively.
Image

Work In Progress
Currently working on heightmap, which is almost done, so i will be brushing everything and moving to texturing soon.

Image

It's all very early stage so it might change a lot

Statistics: Posted by Tokyto — 27 Mar 2015, 17:53


]]>
2015-03-02T16:06:31+02:00 2015-03-02T16:06:31+02:00 /viewtopic.php?t=9406&p=95139#p95139 <![CDATA[Re: My map projects]]> Statistics: Posted by Tokyto — 02 Mar 2015, 16:06


]]>
2015-02-15T20:03:40+02:00 2015-02-15T20:03:40+02:00 /viewtopic.php?t=9406&p=93973#p93973 <![CDATA[Re: My map projects]]>

update:
So, i tried to redo a lot of Decals and it was pretty hard in many cases, becouse light is rotated 180 degrees. Anyway, i tried to get rid of all the 'too big' decals and add lot more, so i hope the visuals are much better now.

Statistics: Posted by Tokyto — 15 Feb 2015, 20:03


]]>
2015-02-15T18:52:04+02:00 2015-02-15T18:52:04+02:00 /viewtopic.php?t=9406&p=93966#p93966 <![CDATA[Re: My map projects]]> Statistics: Posted by nine2 — 15 Feb 2015, 18:52


]]>
2015-02-15T18:30:43+02:00 2015-02-15T18:30:43+02:00 /viewtopic.php?t=9406&p=93965#p93965 <![CDATA[Re: My map projects]]>
I will be definitely improving it, first i will fix all the small issues (one mex off grid etc.) and then i will work on the decals as you suggested. I will try to find some replacement for the tracks too.

I will start working on it next week (exams now :( ). So if i have enough time, some updates should be coming in a week or so :)

Statistics: Posted by Tokyto — 15 Feb 2015, 18:30


]]>
2015-02-15T14:10:40+02:00 2015-02-15T14:10:40+02:00 /viewtopic.php?t=9406&p=93947#p93947 <![CDATA[Re: My map projects]]>
I spotted reclaim covering mexes at some spots.
You enlarged many of the decals too much, to quickly cover the map I guess... but it doesn't look good.

I like the water and the rocky sides of the hills with grass tops. Looks sweet. Decals would make it perfect.
And the color gradient in the lakes looks very nice indeed. I love it.
The outline of the water bodies has also a very natural feel to it. It looks very authentic.

The layout itself I find very uninspired though.

Oh and those big ass tank tracks... imo they look damn awful... but maybe that's just me.

Statistics: Posted by Lionhardt — 15 Feb 2015, 14:10


]]>
2015-02-12T03:20:38+02:00 2015-02-12T03:20:38+02:00 /viewtopic.php?t=9406&p=93694#p93694 <![CDATA[Re: My map projects]]> Statistics: Posted by nine2 — 12 Feb 2015, 03:20


]]>
2015-02-11T18:31:56+02:00 2015-02-11T18:31:56+02:00 /viewtopic.php?t=9406&p=93640#p93640 <![CDATA[Re: My map projects]]>
Yes, it's 10km map

Statistics: Posted by Tokyto — 11 Feb 2015, 18:31


]]>
2015-02-11T18:25:29+02:00 2015-02-11T18:25:29+02:00 /viewtopic.php?t=9406&p=93638#p93638 <![CDATA[Re: My map projects]]> Statistics: Posted by Hellcat — 11 Feb 2015, 18:25


]]>
2015-03-26T03:17:36+02:00 2015-02-11T17:20:26+02:00 /viewtopic.php?t=9406&p=93634#p93634 <![CDATA[My map projects]]>
welcome to my little map project thread, where i will post my maps and maybe even some WIP :)

Please leave a comment and let me know if i'm doing something wrong and it needs improvements.

My first project, Diversity map (version 7 uploaded)
Image

It's a 4v4, 10km map designed to keep players bussy and constantly fighting over territory, where you can use great variety of tactics.

Changelogs
Spoiler: show
Version 2

Terrain Type
Balance beach positions (added 2 mexes)
Decent texture changes
Redecalled most of map
Map description
AI markers
other (one mex off grid, few floating rocks, norush from 70 to 50)

Version 3,4,5,6 Hotfixes
( map preview, black sky, no teams, no teams again :D )

Version 7

Typo in description
Water now with less reflections and look way better
World borders now not visible in water

Version 8

Major spot balancing (same chances to get map control for each player)
Texturing (mostly beach/island)
Other
- Few floating rocks/trees, few mexes off grid
- Small decals, water changes



Diversity EP

Added 4 more players
Added mexes, reclaim, AI Markers
Updated to match 4v4 version!


Current to do list:

analyze a little bit to see what to improve
5v5 version of Diversity
start new project, hopefully soon

Hope you like it and will have some nice time on my maps :)

Statistics: Posted by Tokyto — 11 Feb 2015, 17:20


]]>