Regor VI Highlands

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Regor VI Highlands

Postby Lionhardt » 30 Aug 2013, 06:28

I wanted to share with you the progress of my debut map. This section is missing WIP threads anyway :P

So, I just finished the alpha version of the heightmap. Its dimensions are 512*512 (for non-mappers this corresponds to 10 km edge lenghth). The spawns are to be placed on the open areas to the north and south. I let the hills partly plateaued so they can serve as playable area. I will put at least one mex per player on one symmetrical pair of those plateaus.


The working title for this map is "uncanny sinkholes" btw.
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Last edited by Lionhardt on 23 Feb 2014, 06:51, edited 1 time in total.
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Re: Debut-Map WIP

Postby Lionhardt » 31 Aug 2013, 05:05

Here's an update:

I refined the heightmap a little and applied the ground textures.


I am not quite happy with the grass yet... I would like some more variation and smoothness, but there are no free stratums left.
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Re: Debut-Map WIP

Postby Krapougnak » 31 Aug 2013, 08:43

From this distance it looks great. Good work. :)
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Re: Debut-Map WIP

Postby Lionhardt » 31 Aug 2013, 18:24

Thx. I am considering shrinking down the whole map to 5k... But first I need to play some test-games on it to see, whether this is a good idea. But before I know whether I will shrink it down or not I will not start applying decals, as you cannot simply shrink the decals layer as you can the ground textures and the heightmap... I assume, at least...
I have now placed reclaim and resources. Basically the map is now ready for alpha testing. But unfortunately I don't get it to run properly, as I have described in the other thread. This kind of sucks, as I cannot continue working now :/
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Re: Debut-Map WIP

Postby Krapougnak » 01 Sep 2013, 08:21

Upload it to mediafire and I will have a look at it if you like.
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Re: Debut-Map WIP

Postby lextoc » 01 Sep 2013, 10:13

looks good, make sure you place the mexies right ^^
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Re: Debut-Map WIP

Postby Lionhardt » 01 Sep 2013, 10:58

The first try I gave the mex layout is this one. But suggestions would be much welcome, as I kind of struggle with this. I am not much of a good player... which would help for designing a good mex layout I guess...

Krapougnak wrote:Upload it to mediafire and I will have a look at it if you like.


Thank you, I now figured out what was wrong though :)
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mex_layout_v0.1.png
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Last edited by Lionhardt on 01 Sep 2013, 16:45, edited 1 time in total.
Help me make better maps for all of us, visit my Mapping Thread.

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: Debut-Map WIP

Postby Lionhardt » 01 Sep 2013, 13:06

In the meantime I changed... a lot. Refined the heightmap a little, as well as the grounf textures and the mex layout. I wanted to achieve more of a look similar to William's Bridge/ Ian's Cross
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ForgedAlliance 2013-09-01 13-02-04-65.jpg
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ForgedAlliance 2013-09-01 13-01-10-33.jpg
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Help me make better maps for all of us, visit my Mapping Thread.

Maps needing gameplay feedback:
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(maps available in the vault)

- Hexagonian Drylands
- Fervent Soil and Torrid Suns

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Re: Debut-Map WIP

Postby Lionhardt » 02 Sep 2013, 07:50

Here's an update. I added some fairly big rocks to make up for more interessting microing possibilites and flanking maneuvers etc.

I also addes civs and wrecks... which you cant see at this zoom level. But there are like 2 t3, and 6 t2 wrecks in the middle. An dI once more changed the ground texture composition.
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Update_4.jpg
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Help me make better maps for all of us, visit my Mapping Thread.

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: Debut-Map WIP

Postby Nombringer » 02 Sep 2013, 07:56

Looking impressive, keep it up!
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

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