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 Forum index » Featured Projects » Dawn of the Tiberium Age » Maps
[6] Counterpoise
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Nov 05, 2016 3:33 pm    Post subject:  [6] Counterpoise
Subject description: By Rampastring
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A new multiplayer map for DTA's next update, just on time for the snowy season.


Counterpoise.png
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Counterpoise.png



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Nov 05, 2016 3:51 pm    Post subject: Reply with quote

unusual long harvester routes for your maps.
but nice layout and detail anyway.

Though since snow maps are usually quite bright to the eyes, how about giving it a dawn/dusk kind of lighting?
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Nov 05, 2016 4:23 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
unusual long harvester routes for your maps.

The center players have short routes, the corner players have longer routes because their bases are easier to defend.

Lin Kuei Ominae wrote:
but nice layout and detail anyway.

Thanks.

Lin Kuei Ominae wrote:
Though since snow maps are usually quite bright to the eyes, how about giving it a dawn/dusk kind of lighting?

Going through our map list I felt that most of our snow maps are set in dawn/dusk, so I thought that making it a bit brighter than most maps would be good for variety. When I decided on the map's lighting the sun was also lighting up the snow-covered ground here, which was another reason why I settled for this #Tongue At first I actually tried to re-create the real-life sun-lit feel with bright yellow lighting, but it looked very artificial so I reverted to the basic bright cyan-ish snow map lighting.

I don't feel that it's too bright.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Nov 05, 2016 4:34 pm    Post subject: Reply with quote

the ore glow is pretty bright imo. the snow area is indeed quite ok.
how about giving the ore glow and other invisible light posts an inverse lighting?
instead of e.g.
LightRedTint=1.3
LightGreenTint=1.3
LightBlueTint=1.0
for a bright yellow glow, set
LightRedTint=1.0
LightGreenTint=1.0
LightBlueTint=0.5
for a yellow tint by reducing the blue channel and this way a slight darken effect.
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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Nov 05, 2016 8:53 pm    Post subject: Reply with quote

It's actually already

LightRedTint=0.25
LightBlueTint=0.0
LightGreenTint=0.2

I tried giving blue a negative value and lowering red and green, and while the game seemed to accept negative values and handle them properly, I don't think it made a major difference in the outcome.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Nov 05, 2016 9:11 pm    Post subject: Reply with quote

ah, of course, values around 0.0
i often used negative values and they worked very well.

Attached is an example
left
LightRedTint=0.0
LightGreenTint=0.0
LightBlueTint=-0.5
LightIntensity=0.02
LightVisibility=2000

right
LightRedTint=0.25
LightGreenTint=0.2
LightBlueTint=0.0
LightIntensity=0.02
LightVisibility=2000

i think left looks better. less bright and less visible tile borders.


snowlighttest.png
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snowlighttest.png



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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Nov 06, 2016 9:41 am    Post subject: Reply with quote

The yellow color in the left one is very strong though, and rather unnatural. Something between those options could work well.
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