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#1 Valdez

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Posted 15 November 2008 - 11:47 AM

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Alrighty guys, this is going to be a really simple thread. Basically it's to consolidate the links to whatever maps you have done (or will create in future) so people have one convenient place to browse through all our custom maps.

Some of you have already uploaded a few creations of your own. Feel free to link them here. Better yet, provide pics and descriptions of your maps to give people a better idea on exactly what they're supposed to be downloading.

As far as possible try to post only completed maps. Updating people on the progress of your uncompleted maps can easily be done in the UAW TerrainEditor Thread:
http://www.petroglyp...showtopic=11369

ORLOKTOPIA
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Initiated: 31 Oct 2008
Finished: 12 Jan 2009
Updated: 26 Feb 2009 (version 1.5)
Size: Width 8, Height 8
Players: 4 (evenly spaced)
Setting: Morning tropical island
Info: Orloktopia is set in Sand Island, part of Midway Atoll in the Pacific. The southwest of the map has been ravaged by a battle between human and Hierarchy forces, and the Hierarchy have established a fortified installation in the middle of the map. The map contains some supply stashes concealed within civilian buildings. Reapers/Collectors can harvest them normally.

LONGYEARBYEN
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Initiated: 20 Dec 2008
Finished: 12 Jan 2009
Updated: 26 Feb 2009 (version 1.3)
Size: Width 10, Height 7
Players: 4 (2v2 layout)
Setting: Afternoon winter arctic tundra
Info: As its name implies, this map is set in the capital of the Svalbard archipelago in Norway. Occupying much of the map is the Skjæringa District, with the shore of the Adventfjorden bay to the north. The map contains some supply stashes concealed within civilian buildings. Reapers/Collectors can harvest them normally.

DOWNIEVILLE
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Initiated: 18 Jan 2009
Finished: 07 Feb 2009
Updated: 01 Apr 2009(version 1.2)
Size: Width 7, Height 8
Players: 4 (2v2 layout)
Setting: Suburban mountain countryside
Info: Downieville is the county seat of Sierra County, California, and the main feature of the map named after it. The town spans much of the central and lower portions of the map. Civilians are scattered around the suburbs. The river uses Unbuildable passability type and all ground units may cross it.

Orloktopia, Longyearbyen and Downieville come in a map pack:

http://www.mediafire...php?voqdozdmadi



KODIAK
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Initiated: 07 Mar 2009
Finished: 30 Mar 2009
Updated: 28 Jun 2009 (version 1.2)
Size: Width 9, Height 8
Players: 4 (evenly-spaced)
Setting: Urban
Info: The largest city on Kodiak Island, Alaska provides the location for this map. 2 players start along the banks of the Near Island Channel while another two start further inland.  The map is resource-heavy and fairly spacious.  Day and night environment sets included.

http://www.mediafire.com/?d5wymw5gmnm

OKUSHIRI
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Initiated: 17 Apr 2009
Finished: 05 May 2009
Updated: 28 Jun 2009 (version 1.2)
Size: Width 8, Height 9
Players: 4 (evenly-spaced)
Setting: Temperate
Info: This map is set in the eastern part of Okushiri Island, located in the Hiyama Subprefecture of Hokkaido, Japan. The map is fairly open-spaced with suburban features. A capturable Materials Factory is located in the middle.

http://www.mediafire.com/?z2yrz0gyzjk

HETLEVIK
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Initiated: 05 Jun 2009
Finished: 25 Jun 2009
Updated: 28 Jun 2009 (version 1.0)
Size: Width 8, Height 8
Players: 4 (2v2 layout)
Setting: Urban, Temperate, early winter
Info: Based on the town located in the Norwegian municipality of Askøy. The resources in this map are fairly clustered civilian buildings. Players starting on the south edge of the map have the advantage of cliffs that restrict the passage of enemies, but they are farther from the town area which puts them at a greater distance away from the late-game resources.

http://www.mediafire.com/?gjumno0jtyi

MOKATTAM
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Initiated: 24 Sep 2009
Finished: 21 Mar 2010
Updated: 21 Mar 2010 (version 1.0)
Size: Width 12, Height 10
Players: 6 (evenly-spaced)
Setting: Desert/Urban
Info: A suburb located in the east of Cairo, this map is densely urban in the south, with generally abundant resources. The map comes with morning, afternoon and rainy night environment sets.

http://www.mediafire.com/?nkyygwtgzii

Edited by Valdez, 21 March 2010 - 01:56 AM.

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#2 Strategist

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Posted 15 November 2008 - 01:38 PM

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Meanwhile, Pur and Strat, you should have some stuff to post here already ;)

Sure do ^_^


EDIT: My links stopped working, so here's a link to my filefront profile which contains all my maps:
http://hosted.filefront.com/Strategist


Assember's Village (1v1)
Location: Hierarchy Homeworld, Walker Assembly villages.
Features: Two walled locations loaded with resources and good for turtling, two captureable Hierarchy Outposts, and many of the Hierarchy Command Ship props reused to make factories, wells, heating devices and huts.
Resources: Many piles of various junk in the villages and around 8 cows in a pen in the center. Also has some Scaffolding about that can be collected.
Hostiles None.

Shoreline (1v1, third version)
Location Seaside cliffs in a rural area.
Features Large military presence (good for Magnets) and an irradated plane crash crawling with undead Hierarchy Zombies.  Also a Night map.
Resources Fair amount of instant-grabs (about 9 cows in total) and structures to harvest. Be warned that most expansion areas have military units guarding them.
Hostiles Many human patrols, including UAV's rifle, flamethrower, missile, and science infantry, and tanks.


Ravenvill (1v1)  (cleaned up version can be found here)
Location Coastal town with a nearly dry river.
Features Hierarchy attempts to radiation cascade the town has resulted in a high infestation of Hierarchy Zombies. Follow the riverbed to find a Material Uplink guarded by two, armed Assembly walkers and Saucers.
Resources The entire city as well as lots of wreaks. The northern base is slightly closer to the city, so the southern base has slightly more starting resources.
Hostiles: Two Assembly walkers, several Saucers, and an army of undead mutants.

Old Log River:
Location Forested area,, possible South America or somewhere in Asia
Features Large river splits the map in two, top good for turtling.
Resources: Several Masari civilian structures, 10 cows (5 on each side), and 2 human villages.
HostilesNone


Africa Assault (1v1v1)
Location Africa watering hole.
Features Large pond in the center with a herd of cows being defended by a huge military escort (enough to slaugher everything short of a fully armed walker or Endure mode Orlok) as well as three military bases.
Resources As mentioned, has several cows and lots of wreaks to harvest. Each starting point has four piles of scrap and two villages to plunder as well as nearby oil wells. The three military bases also have a good amount of junk to loot once destroyed.  
Hostiles: Several human bases and patrols.

Ahayweh Swamp (2v2 or 1v1v1v1)
Location Alternate dimention, alien swamp.
FeaturesInsane Novus units prowling about the swamp as well as a functional Flow network (giving Novus players a slight advantage). Many choak points as well from the combination of hills and swampy pools.
ResourcesLarge heaps of Novus scrap near all starting locations as well as many cows guarded by Variants, Ohm robots, and Anti-matter tanks.
Hostiles: Various Novus units and turrets.


Hierarchy Homeworld (2v2)
Location: Hierarchy Homeworld, Walker Assembly villages.
Features: Two walled locations loaded with resources and good for turtling, two captureable Hierarchy Outposts, and many of the Hierarchy Command Ship props reused to make factories, wells, heating devices and huts.
Resources: Many piles of various junk in the villages and around 8 cows in a pen in the center. Also has some Scaffolding about that can be collected.
Hostiles: None

Hierarchy Plains (2v2)
Location Hierarchy Homeworld, desert region.
Features Pools of radiation, industrial vents, a Hierarchy outpost (complete with Purifier), pens with cows, and several Transport hanger bays.
Resources Scaffolding, organic instas (humans and cows) in holding pens, industrial vents, various scrap.
Hostiles Two Magnet equipped Science walkers, a Purifier, two Defilers, ten Grunts, eight Lost-ones, five Phase Tanks, many Saucers (in hangers), two Monoliths, two Spitter Turrets.  

Screen Shots:

Assemblers Village/Hierarchy Homeworld:
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Shoreline
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Ravenvill
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Old Log River
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Africa Assault
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Ahayweh Swamp:
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Hierarchy Plains
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Edited by Stratigest, 15 March 2009 - 11:38 AM.

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#3 Valdez

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Posted 15 November 2008 - 11:24 PM

Okies I've tried out Shoreline and here's feedback

- The coastal cliffs look a little too "neat" and smooth especially the cliff edge which is a perfectly flat surface. Try using a small sized brush to raise and lower different points on the cliff to break up the even surface of the cliff.

- Burning trees look funny when the trees are crushed. The fire remains so you get a fireball hanging in midair. I'd suggest placing the fireball on the ground.

- Cars should be placed down beforehand by the roadside and then moved into position. I can tell you copy+pasted vehicles on the roads because there's a pattern in the vehicles lined up (blue sports car, pink SUV, grey sports car, orange sports car, rinse and repeat)

- I dunno if you noticed this but somehow the unit footprints in the map are light, not dark
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(btw it gets even better when vehicles leave tracks, yes observe the Humvee)

- The wm_grass_02 texture on the map stands out too much because of its bright green colour. I would recommend using a different texture that blends in better with the others.

Edited by Valdez, 15 November 2008 - 11:26 PM.

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#4 Strategist

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Posted 15 November 2008 - 11:46 PM

Thanks for the feedback! (I'll get to work fixing it tomorrow)

I never would have caught the footprint problem, though from the appearance I suspect it might be caused by the sun being rotated under the map instead of above to make the night, not that hard to fix.

I'll delete the old version after I fix it up. By any chance how where the humans? (too many, not enough?).

Can't wait to see Orloktopia. :D

Edited by Stratigest, 15 November 2008 - 11:53 PM.

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#5 Valdez

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Posted 16 November 2008 - 12:01 AM

View PostStratigest, on Nov 16 2008, 12:46 PM, said:

I never would have caught the footprint problem, though from the appearance I suspect it might be caused by the sun being rotated under the map instead of above to make the night, not that hard to fix.

A tilt angle of 90 degrees (sun directly overhead) but with very low intensity should work.

I tried 90 degrees with intensity 0.1 and footprints aren't clearly visible. You should be able to work from those values.

Oh yeah, try darkening the sky colour of the water too. It's very bright on the minimap compared to the rest of the terrain.



This is the modification I tried (I also changed some other light settings to make the map slightly darker)
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Sun Intensity: 0.10
Sun Z Angle: 25.00
Sun Tilt Angle: 90.00
Ambient Colour: R:10 G:10 B:10
Specular Colour: R:255 G:255 B:202
Diffuse Colour: R:206 G:206 B:255

The diffuse colour for both Fill Lights have also been changed to R:16 G:16 B:31


In the pic you can see the Glyph Carver walking but no footprints. Maybe it's the 90-degree sun...


btw
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The map makes Mind/Machine Magnets really fun to play with.

Edited by Valdez, 16 November 2008 - 04:41 AM.

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#6 Strategist

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Posted 18 November 2008 - 02:45 AM

Updated post with Ahayweh Swamp (uncreative name I know) and the four player version of the Hierarchy Homeworld map.

Anyone else have maps? I feel as though I am hogging the thread. :p
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#7 Mizu

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Posted 18 November 2008 - 03:09 AM

Going to do a place holder until my map is done and update this post alone with appropriate contents.

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Trianica - Santreal

-minimap image-

None, sorry not done

-Link to map-
None, don't worry I'll get this map done since I need to see a visual image of my fan-fic city.

Screenshots:

None :( - Look at the link in first post to see updates on this map-
Image 1, Image 2, Image 3.

Description:

Before the year 2012, Japan and Canada were working together to expand Japanese territory by temporarily moving most of their residence to West Coast Canada. The reason for this was another dangerous earthquake was reported to be on its way quite soon which would devastate all of Japan and Eastern China. Those who could work were then used in an expensive project to build a new island nation, Trianica. A few Japanese priests and priestesses for saw the incoming dangers (including a new one) and warned the public, with deaf ears (thanks to loud mouth attention seekers). During 2012, only Santreal city was founded, safe, and only a few miles were added on its side. The Japanese that were housed in Canada were then placed in Trianica where they could safely live. This island nation is currently located off the west coast of Canada, south of Alaska, and north of Hawaii).

In this map players will fight it out in a new born city (which the Hierarchy hasn't touched yet) and try to fight for their survival in a resource rich map. Since this land hasn't been touched, the last strong human military presence is still around which will attack anything on sight. Having been warned and viewing Hierarchy rampaging, Trianica has been building up military defenses so expect a strong military presence. Will you be the one to make the last key to humanity a victory or have humanity lose hope?
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#8 Valdez

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Posted 18 November 2008 - 05:26 AM

View PostStratigest, on Nov 18 2008, 03:45 PM, said:

Updated post with Ahayweh Swamp (uncreative name I know) and the four player version of the Hierarchy Homeworld map.

Anyone else have maps? I feel as though I am hogging the thread. :p

I'm not even gonna question where the swamp name came from...

And is the hierarchy Homeworld Map supposed to be called that or "Assembler's Village"? The in-game name is Assembler's Village as far as I can tell (you have to rename the filename and its map preview tga directly if you want to change the name, the map editor can't seem to do it)


I'm still waiting for confirmation from Evania on whether or not she received Orloktopia yet. Once my submission is confirmed in, I'll upload the map here as an attachment. I don't wish to upload it now as some nut might take it, replace all the terrain with Novusground and call the map Viktortopia and submit it and then get a mousepad...


Review of Strat's New Map which is essentially Dagobah but with Founder instead of Yoda

- Think it might be better if the diffuse colour were less saturated. The yellow is very thick.

- IMO environmental specular colour looks better light green rather than light cyan

- change the diffuse colour of the two fill lights to something other than blue. You can see that underneath the Wreckage there's blue colour caused by the fill lights being set to that colour

- Water colour is awesome. Goes well with the ground and sky.

- The grass prop you used, GRASS_02 looks a little out of place due to bright green colour. Might I suggest instead GRASS_05

- Why are there parking lights in the swamp? It looks kinda out of place, like how you placed human scaffolding in Assembler's Village. Then again I'm unable to suggest a suitable instagrab replacement....




UPDATE:
Evania has confirmed she received my submission. Once I get home I'll upload Orloktopia. Stay tuned!

Edited by Valdez, 19 November 2008 - 12:27 AM.

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#9 Valdez

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Posted 19 November 2008 - 08:58 AM

Orloktopia is up for download. See first post in this thread. :)

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#10 Strategist

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Posted 22 November 2008 - 03:55 PM

View PostValdez, on Nov 18 2008, 05:26 AM, said:

And is the hierarchy Homeworld Map supposed to be called that or "Assembler's Village"? The in-game name is Assembler's Village as far as I can tell (you have to rename the filename and its map preview tga directly if you want to change the name, the map editor can't seem to do it)

The two player map is the Assemblers village but the four player version was renamed Hierarchy Homeworld.

Quote

Review of Strat's New Map which is essentially Dagobah but with Founder instead of Yoda

- Think it might be better if the diffuse colour were less saturated. The yellow is very thick.

- IMO environmental specular colour looks better light green rather than light cyan

- change the diffuse colour of the two fill lights to something other than blue. You can see that underneath the Wreckage there's blue colour caused by the fill lights being set to that colour

- Water colour is awesome. Goes well with the ground and sky.

- The grass prop you used, GRASS_02 looks a little out of place due to bright green colour. Might I suggest instead GRASS_05

- Why are there parking lights in the swamp? It looks kinda out of place, like how you placed human scaffolding in Assembler's Village. Then again I'm unable to suggest a suitable instagrab replacement....

Interestingly, I was thinking about the Dagobah map from Empire at War when I made that one. :p

I'll get to work fixing it up, thanks again! :)
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#11 Valdez

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Posted 22 November 2008 - 10:22 PM

View PostStratigest, on Nov 23 2008, 04:55 AM, said:

The two player map is the Assemblers village but the four player version was renamed Hierarchy Homeworld.

I see.


Anyone tried Orloktopia yet? Is the map working alright? Hopefully nothing goes wrong...

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#12 Strategist

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Posted 23 November 2008 - 01:21 AM

View PostValdez, on Nov 22 2008, 10:22 PM, said:

Anyone tried Orloktopia yet? Is the map working alright? Hopefully nothing goes wrong...

Orloktopia works beautifully. :)  

My only complaint is that the soldiers just stand by while the giant-alien-walker-of-doom stomps all over the city and they just stand about fiddling with their rocket launchers: (maybe I've just been playing my maps a bit too much :p)
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Edited by Stratigest, 23 November 2008 - 01:25 AM.

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#13 Valdez

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Posted 23 November 2008 - 01:38 AM

View PostStratigest, on Nov 23 2008, 02:21 PM, said:

My only complaint is that the soldiers just stand by

Yeah they're all set to neutral. I haven't ventured into having hostile elements in my maps yet.

I have edited my map. The current latest version as of today is Orloktopia 1.1 which adds a bit more car resources and a second laser turret. More crosswalks have also been added at the road junctions and some mistakes regarding resources (eg. using Antenna Array instead of Antenna Array_Resource) have been fixed.

Updated attachment on first post.


UPDATE:
Another fix to Orloktopia. Newest version is now 1.2, changed the Civilian-owned Hierarchy stuff into Neutral so that Reaapers don't harvest them and your units don't attack them.

Also, the terrain under the Hierarchy ground installation is no longer buildable. Yeah you can no longer build structures on the parts of the map with AlienShipFloor terrain.

Also the parking lights in the middle of roads have been replaced by lamp posts on the roadsides. The big supply stash by the north pier is replaced with 3 small supply stashes.

Edited by Valdez, 24 November 2008 - 12:22 PM.

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#14 Strategist

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Posted 26 November 2008 - 12:31 PM

New map added to the first page. :)

*And now a public service annoucement* NEVER USE THE MILITARY 2 FACTION OWNER!!! "Military 2" will cause the game to crash before the map loads. (It took me forever to hunt down everything I used it on.)
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#15 Purified

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Posted 26 November 2008 - 09:05 PM

I've created 3 new maps. :)  And I've released the map for them here Map Pack 2.

Here is a screen shot of the bit maps. Following ones make note of some interesting features in the maps.
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It's a black hole crate from the Hierarchy mission! It has low hitpoints and can easily be set off, making it a deadly trap if used properly. Though players can easily get rid of it with a single unit and render it useless. The Novus junk lying around it prevents units from being able to attack it directly, but a good AoE attack will set it off.
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A walker present on the Desert Temples map (fortunately the only mag walker). The map also contains many other walkers however, mostly being assemblies (complete with mass drivers  ^_^ ) and habitat walkers. In addition to hindrance by walkers (though there are only about 8), there is a very large military presence as well.
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GameFront page with various things I have released, where I have mods and map packs available! Click here!
Current uploads: Hierarchy's New Walkers mod, Hierarchy Mini Walkers mod, Modified Units mod, Map Pack 1 (4x maps), Map Pack 2 (3x maps), Map Pack 3 (5x maps), Bizarrio World, Map Pack 4 (4x maps), Global Territories Mod

#16 Strategist

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Posted 26 November 2008 - 09:11 PM

Yay! Someone other then Valdez and me posting maps. :p

Look's good Pur, I'll download them and give them a try. :)
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#17 Valdez

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Posted 27 November 2008 - 05:25 AM

View PostStratigest, on Nov 27 2008, 01:31 AM, said:

b]NEVER USE THE MILITARY 2 FACTION OWNER!!![/b] "Military 2" will cause the game to crash before the map loads. (It took me forever to hunt down everything I used it on.)

Isn't there a way to filter out viewable content on the map based on object owners? You could filter out Neutral and Civilian, that'll remove a chunk of the stuff already.


Pur the screeny of the Science Walker seems to imply the Desert Temples map is mostly flat ground with sand texture.


I've tried City Ruins, main feedback is:

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The map needs a skydome. Otherwise the water will look like a blank grey surface. Apply the skydome in the Nature section, same place where you change lighting values.

Also align the bridge sections better.


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Use better diversity of textures to prevent textures from forming a visible pattern as seen above. if there is no pattern it looks more natural.

http://img140.images...60627635xh6.png
Look at the grass, it is a blend of 3 grass textures.


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Change the 2 fill lights to a colour other than blue. The blue fill lights cause the parts of objects facing away from the sun to be distinctively blue.

Edited by Valdez, 27 November 2008 - 09:07 AM.

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#18 Strategist

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Posted 01 December 2008 - 03:12 AM

Feedback for Purified:

European Outskirts:

Very nice job on this map, nothing really to critique (more of those crates would be fun though. I only found one).  :thumbsup:


Desert Temples
(empty and normal):

Not bad at all, though I have two suggestions:

First, try mixing some other sand textures into the sea of sand to break up the pattern a bit (see screenshot below for a tip).  Second, you should spread out the starting resources for the two bottom starts and the top right start as they seem are a tad too close to the command center.

Now for the tip: The patch bush makes blending textures much easier
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City Ruins
Just needs a little bit more work with the textures. For a sky dome, may I suggest:
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Edited by Stratigest, 01 December 2008 - 03:14 AM.

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#19 Valdez

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Posted 01 December 2008 - 05:10 AM

View PostStratigest, on Dec 1 2008, 04:12 PM, said:

City Ruins
Just needs a little bit more work with the textures. For a sky dome, may I suggest:
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...and don't forget to change the fog to blend with the skydome. Strat's pic shows bright white fog in a night sky. Weirdness.

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#20 Evania-PG

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Posted 01 December 2008 - 04:24 PM

Advice: For textures you use a lot of in the same area, I suggest using two or three of the same and changing the angle so it doesn't look patterned.
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