-despite the few blossom trees, a few special "things" were added to give additional sources of income later in a match
-still working on a few civil triggers and stuff
The map started as a test on the submarine pen, which i just created for fun using the different DTA assets and when it turned out quite nice, i randomly added more and more terrain around it, which in the end became this map. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Actually there is no blue lightpost except on the blue tibfield.
The map itself even has the blue channel weakened
Red=1.000000
Blue=0.900000
Green=1.100000
The others are negative light posts with the following setting (where blue isn't the main color too)
LightRedTint=-0.8
LightBlueTint=0.2
LightGreenTint=0.2
LightIntensity=-0.2
LightVisibility=3500
Do i assume right, that you basically refer to the bigger forest island in the south? _________________ SHP Artist of Twisted Insurrection: Nod buildings
These areas were just meant to be a bit darker due to dense forests or simply because it looks cool. And for that i didn't want to place only a simple grey-scaled darkening lightpost but a more colorful one.
When viewing the map in the megamap, i also don't find the lighting that prominent. Like it could be simply a more cyan/different colored coast water etc. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yeah, those parts look weird. Otheriwse, the layout of this map looks gorgeous. Good job, Lin! I'm starting to wonder why you never mapped for TI (sorry if I'm wrong) _________________
I once started a map for TI, but the huge amount of assets deterred me. I also often had immense trouble to get along with the 3d terrain, meaning a cliff suddenly had no way to blend/end into the next terrain/area. (they need 4 cells/slopes to get a transition, in DTA 0)
TD and DTA is a lot easier in this way. First you draw some water, then some cliffs and basically you're already done, as TD/DTA maps are by default "a bit less detailed" or use a smaller amount of different assets.
I'll see what i can do about the lighting. Do you have any suggestions?
Should i make them the usual (imo boring) grey/black colored darkening lightposts? Or only move them far away enough from water?
I also thought about placing lightposts specifically in water to give the impression of lower and deeper areas. But i guess this is a "no go" too, right? _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'd just make the cyan slightly less strong (but still keep it as cyan), and make the map slightly darker generally; those tibfields are burning my eyes in their current form. You could also make the cyan light posts more "negative", since the forests don't really look that much darker at the moment.
This any better lighting?
DTA has already many darker than default maps, so i want to keep it a bit brighter (has Ambient=1.25 while most other have 0.95 or lower)
I also think the general higher brightness reduces a lot the blocky lighting. (Could be my slight dyschromatopsia but i don't see any blocky lighting at all here, which i'm quite fond of. Maybe that's why i also don't think the cyan was that prominent in the first place.)
I like the look of that little outpost. The tunnels/bridges on that same screenshot, however, don't look that good. It seems like they are half isometric half top-down (as TD cliffs were). _________________
Now that you mention it, i notice it too.
The left exit of the tunnel/bridge is moved 1 cell to the north. This could enhance the wrong perspective effect. I'll see if i can fix that with a different positioning of the cliffs and tunnels. _________________ SHP Artist of Twisted Insurrection: Nod buildings
This is a really nice map, the lighting comes across as a bit odd but I can see where you're going, the blue in some ways looks like a different shade of grassy terrain but I still think even in the current revision it looks a little bit too strong as it spills over into the surrounding waters.
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