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Author Topic: [Pre-Alpha] 4p Kings Highway  (Read 5523 times)
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Tymathee Offline
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Posts: 9741



« on: December 23, 2008, 07:56:47 am »

My pre sketch as I'm building trying to get a rough outline of what I want it to look like



I know it looks horrible, it's ms paint but you can basically see what i'm trying to do.

It's set in an untouched site in a village that's used for ceremonies and such and had been left untouched until now because of it's beauty and it's meaning to that countries' people (i dont have a country setting yet either). So basically, one church on *top* with a concrete fenced yard, grass, trees, etc. As *nice* as I can get it. Maybe add in a pond or something, just something where if you'd want the pope or a king or something to visit. There will also be nice houses around it on the other side of the road. More than likely I'm going to have the main highway and then there's a curved branch off that goes to the church, kind of like how a mansion looks but more in a half oval shape.

I'm probably going to add an abbey/mansion type house at the other side because basically in a town like this, you aren't going to have the common people nearby, you'd have places where the priests and such might live, plus other people of high ranking, so there might be an abbey/mansion with a road leading right up through the center of the map right up to the church, just a thought i had right now. I'll prolly get a good screen shot of it tomorrow but for right now it's just play area which is  I think, 384 x 256. i dont know if that's too big for a 2v2. If so i'll turn it into a 3v3 maybe or just make it smaller.

Any input on what I'm doing right now would be great. Been watching Lolto's tutorial and I feel confident. I really needed to give myself a project and I think this is what i need right now lol.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Kotyonok Offline
EIR Veteran
Posts: 81


« Reply #1 on: December 23, 2008, 08:06:11 am »

It'll be tough for your first few ideas (most of mine got scrapped a while ago) and it'll be a huge investment of time as well for your first few especially. If you make smaller (like 2v2s or 1v1s for vCoh) than you'll have an easier time. I'm not sure about the concept though, have you tried drawing it out on paper yet? Like just sketching?
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"Love is finding beauty within imperfections."
~Me
"Be the change that you want to see in the world."
~Ghandi
"Imagination is more important than knowledge."
~Albert Einstein

That's my philosophy so far.
Tymathee Offline
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Posts: 9741



« Reply #2 on: December 23, 2008, 09:02:24 am »

flol that's basically what that is. My hand-drawing is even worse so i wont even bother. The thing is, it shouldn't be too difficult cuz i wont be doing anything too advanced like craters, no smudges, not much if any height mapping. I'm just trying to keep it simple for the first time around
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Kotyonok Offline
EIR Veteran
Posts: 81


« Reply #3 on: December 23, 2008, 11:00:19 am »

XD
I understand though
it's hard for me to keep things simple though with mapping and modding
I'm too much of an all or nothing person
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Tymathee Offline
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Posts: 9741



« Reply #4 on: December 23, 2008, 11:04:48 am »

it's my first map that i've made on an rts in a very long time. Last time i did any major mapping or modding was Tiberian Sun, so meh.
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Skaevola2 Offline
EIR Regular
Posts: 33


« Reply #5 on: December 23, 2008, 11:30:27 am »

It has to be a chateu.
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Unkn0wn Offline
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Posts: 18378


« Reply #6 on: December 23, 2008, 11:52:34 am »

Quote
384 x 256
For reference, square maps with approx.:
256 x 256 = 1vs1
512 x 512 = 2vs2
756 x 756 = 3vs3
1024 x 1024 = 4vs4

For rectangular maps, which are much preferred for EIR gameplay, you generally just halve the width. (Rails and metal = 512 x 256)

Obviously these numbers are just for guidance, you can always make it a little smaller or bigger depending on your personal preference. (RTC for example is about 50 more lenght than 512 and 226 instead of 256, etc. just don't stray too far off)

Also, note that this is PLAYABLE area, not total map area. (Which should be about 256 more on both lenght & width)

Your map is thus probably too small for 2vs2


Also, not to discourage you but everyone's first few maps generally suck, so don't have too high expectations. It's a learning process for everyone, only start mapping if you see yourself continuing with it in the longer run.
« Last Edit: December 23, 2008, 11:55:40 am by Unkn0wn » Logged
DerangedFerret Offline
EIR Veteran
Posts: 283


« Reply #7 on: December 23, 2008, 12:49:29 pm »

If this is your fist map, I strongly advise you not to release it. My first map, known as white out for those of you who remember, was an utter crapfest. But, I learned a lot from that experience, and after puling it down, I soon released dawn, which is obviously much, much better as a result. Tym, you really should hold onto your first map, and release your second.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #8 on: December 23, 2008, 05:12:39 pm »

Thanks Unknown. And yeah, total map area is somewhere like 604-512 i think.

and thanks ferret but it wont be crap and i'll test it way before i release it. I wont release it if it's utter crap.  I've never released a bad map/mod in my life and am not about to start now.
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31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #9 on: December 28, 2008, 01:00:19 pm »

Draw a basic plan of all the major features of your map first. Build the major points and then flesh out the rest of the map with small details and innovations.

The most important, is the plan. What you need is;

1. Major locations
2. Major Roads
3. How Sectoring will be done
4. Map Type - Long Rectangular/Broad Radar Station style/Diamond shaped.

Get these settled first.
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