Author Topic: TC_ParadiseLost  (Read 2492 times)

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Offline CGB [Ancient Demise]

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TC_ParadiseLost
« on: June 22, 2011, 02:42:02 PM »
version 0.6
Changes:
added SOUNDS! over 200 ambient and global sound areas
added global and local dynamic temperatures
added many many many fish
added more base structures and detailing
added a special single-cycle trackview animation to give the feel of an invasion
added lights!
added decals
time-of-day starts at midnight
tweaked TOD settings
improved height and texture maps
CPs don't disappear when captured
two outposts have factories that can build vehicles, but not mechs
palm trees are now destructible (most of them)
fixed broken capture zones
fixed broken factories and turrets
lowered underwater fog
lowered nightime fog
removed some clouds and tweaked settings
reduced global gravity - should be about 6.2 m/s^2
plus - probably some stuff I forgot to mention

version 0.5.5
Changes
longer day/night cycle
added clouds
added static objects (details), more wildlife
replaced procedural vegetation with normal vegetation, to eliminate the 'popping' effect
fixed buyzones
fixed broken turrets
smoothed voxels
marked capture areas
fixed repair bays
plus a very special easter egg - a preview of whats to come! If you can find it...

version .5.2: quick fix:
More sandbars added
forbiddenarea now marked on minimap
(some) destructible trees
day/night cycle fixed (I hope)

version .5.1: Balancing issues have  been changed:
Changes:
AA/repair outposts have been added. These are worth 0 tickets!
ForbiddenArea has been added
Shallow areas and sandbars have been added.

This is a Terrain Control map called Paradise Lost! TC Paradise Lost is at 0.6 and is now in its beta stages. This is a very large map designed for large scale team play. Bases and control points are on islands leaving a fair amount of fighting to be done underwater, limiting the use of heavier, slower mechs. There is only one airfield, giving whoever controls it the upper hand. There are also plenty of islands, shallows, and beaches to fight on so it wont be all underwater. This map is based on four different maps from the mechwarrior 4 mercenaries MP3.1 free release. My work here is merely an adaptation of these maps that were created for MW4. Yes, the final map will be very different from the original form, but I still used those maps as my starting point.


Download:  http://mwllmaps.com/maps/TC/TC_ParadiseLost.zip



Progress as of 7/21:
Heightmap - 98% done
Textures - 99% done
Bases - 80% done
Map parameters - 90% done
Objects - 90% done
Completion - 55%?

Things to come:
seaport/docks
more base details
more wildlife (mostly fish)
more unique paths (sandbars, caves, etc.)

Things to come even later:
Dropship
Initial VTOL capabilities (may be limited)

And even later:
Fully destructible vegetation!

[attachment deleted by admin]
« Last Edit: July 30, 2011, 03:03:05 AM by Ancient Demise »

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
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Offline SquareSphere }12thVR{

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Re: New TC map - Tropical
« Reply #1 on: June 22, 2011, 04:53:11 PM »
ooo nice.  Just one kinda far out map idea,  I always thought it be kinda fun if there was a "Ring of Fire" style tropical map where there's still islands, some of them would be volcanic for "hot spots" to make the game play varied.
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Offline Sesambrot

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Re: New TC map - Tropical
« Reply #2 on: June 22, 2011, 08:36:23 PM »
looks nice so far...
how about a top down screen so we can get an idea of the layout? ^^
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Offline CGB [Ancient Demise]

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Re: New TC map - Tropical
« Reply #3 on: June 23, 2011, 12:47:40 AM »
I'd love to but all my texture materials are corrupted or something.
Quote
The layers that were previously okay started appearing as different materials. Whenever I make another to paint over it, more materials in different layers turn into different patterns. cliffs are now dried grass, some cliffs are sand, sand is now rocks, grass is coral.....
I'm stuck until I fix this nonsense (and I cant fix it).
If you can help me, respond in the 'Map Making Questions' thread and if it works, I'll show you more of the map.

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline Sesambrot

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Re: New TC map - Tropical
« Reply #4 on: June 23, 2011, 12:52:27 AM »
when doing changes to the terraintexture you gotta "save-generate surfactexture-save again"...
when you don't do this and just save your map and exit the editor, the next time you load the map, exactly what you describe is what will happen...

That's one of the features we all love about the editor...
just gotta know about it tho...
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Offline «Çß§» Trooper_Thorn

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Re: New TC map - Tropical
« Reply #5 on: June 23, 2011, 12:06:40 PM »
You asked for a name suggestion, how about "Paradise lost" or with a big honkin volcano in the middle "Krakatoa." ;D 

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Offline CGB [Ancient Demise]

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Re: New TC map - Tropical
« Reply #6 on: June 23, 2011, 06:42:47 PM »
Image 1 shows the texture of grass that keeps coming up. Image 2 shows the layer for this grass.
Image 3 shows the dirt that is next to the grass, compared to coral. As you can see, these are the same. Image 4 displays the dirt layer used here. Image 5 displays multiple material and texture combinations of grass, all appearing as a completely different material. I believe this is one of the quarry materials.
Hopefully you guys can help me fix this issue!


[attachment deleted by admin]

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline ~SJ~ Blhurr

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Re: New TC map - Tropical
« Reply #7 on: June 23, 2011, 06:56:08 PM »
 Cancel that.
« Last Edit: June 23, 2011, 07:02:11 PM by ~SJ~ Blhurr »
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Offline Sesambrot

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Re: New TC map - Tropical
« Reply #8 on: June 23, 2011, 07:00:27 PM »
I guess I know what the problem is...

You mustn't use more than 8 different Layers on a single terraintile or it'll fapp up your texturing completely, pretty much the way it happened for you.
Unfortunately the only way to fix it at this point is to delete all layers and recreate them and do the whole texturing all over again. :(

In general I'd advise you to use 8 different Layers on the whole map at most, that way you can't break stuff.
If you need the same texture with different colors for different places of the map, use the same layer with different filtersettings instead of multiple layers.

I believe I had that issue once and I believe I resolved it by deleting all my layers and starting over.  I'm sure that's not what you wanted to hear.
No one wants to hear that... lol
But I have also run into that problem while working on Jungle..
Texture was pretty much done and I added a couple more layers to finish it.
next time I loaded the map; all fapped up had to do it all again. -.-

The editor is really a piece of crap in some cases, but most of the times you just need to know about it, and you usually don't make the same mistak twice...
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Offline ~SJ~ Blhurr

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Re: New TC map - Tropical
« Reply #9 on: June 23, 2011, 07:03:27 PM »
It really looks like you have too many texture layers.
I used 8 on my entire map.
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Offline CGB [Ancient Demise]

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Re: New TC map - Tropical
« Reply #10 on: June 23, 2011, 07:08:14 PM »
At least I dont have to re-download and re-install crysis from steam. I was dreading that - it would have been more of a pain. I'll post a progress update when everything is fixed and textured! Thanks

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline CGB [Ancient Demise]

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Re: New TC map - Tropical
« Reply #11 on: June 23, 2011, 09:19:20 PM »
Good news everyone! Futurama returns tonight!      Also, my textures are 'fixed,' so I'm showing you what the map will look like.

Before you make any comments, let me tell you a bit about the map...
This map is based on four maps from the mechwarrior 4 mercenaries MP3.1 free release. My work here is merely an adaptation of maps that were created for MW4. Yes, the final map will be very different from the original form, but I still used those maps as my starting point.

As of right now, there are three bases. The two starting points are in either corner designated by the "i" symbol. The base in the central island is a neutral airbase. A detail of this can be found in the second image. Note that the blue lines represent lines.

That said, there are still more bases to be added and many more islands to be created.


[attachment deleted by admin]
« Last Edit: June 23, 2011, 09:32:00 PM by Ancient Demise »

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline =KoS= Tripod

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Re: New TC map - Tropical
« Reply #12 on: June 23, 2011, 09:25:05 PM »
Note that the blue lines represent lines.
Orly?

Did you mean roads, or are they just lines?
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Offline CGB [Ancient Demise]

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Re: New TC map - Tropical
« Reply #13 on: June 23, 2011, 09:30:47 PM »
Note that the blue lines represent lines.
Orly?

Did you mean roads, or are they just lines?
lol you win the prize.... yes
The blue lines are roads.

 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline Sesambrot

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Re: New TC map - Tropical
« Reply #14 on: June 23, 2011, 10:03:49 PM »
That sure looks like a fapping huge map you got there lol! ;D

I like the looks of it, you should just make sure to have enough cover between the isles.
Sand spits or reefs could serve very well for that.

I guess the ASF_Factory in the Center is going to be a cappoint, and I also guess all other cappoints will be on islands as well...
I'd suggest to make the ilands for the other cappoints rather big, upto 3 or 4 times bigger than the actual base, so there can be battles on land.

Also, how deep is your water?
I hope it's deeper than it was in MW4...
a plain that is flooded with kneedeep water doesn't fell real.
If at first you don't succeed try again, and if you don't try again, you'll be hit in the face with a shovel!
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