project-navigation
Personal tools

Author Topic: map +beach  (Read 5522 times)

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
map +beach
« on: February 21, 2012, 06:03:05 pm »
Despite their vessel being smashed down to ground by our glorious air forces, some aliens managed to survive, awaiting the final battle :



Once it will be a complete crash theme, but for now it is only available in single player skirmish mode, as it only contains the crashed scout ufo along with a few tiles atm.

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: map +beach
« Reply #1 on: February 21, 2012, 06:04:19 pm »
nice, I`ve tried to make something like this, but failed.

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: map +beach
« Reply #2 on: February 21, 2012, 08:54:41 pm »
nice, I`ve tried to make something like this, but failed.

As soon as you try to make something other than a plain field with this tool you will get hit by lightning everytime :).

What went wrong with your map? From the pic it looks fine to me.

I have a problem with a 'death zone' at the last 3 units of each level. For level 1, this means Z = 63, 62, 61 (Z = 64 counts for level 2 already). It is nearly impossible to choose those fields as target for movement, or select a soldier placed on one of those fields (the "small_house" map is a good example, as the same happens at the fields next to the upper door there). Technically for level 1 this means, the highest field you can access is Z = 60. From there you have to jump right into level 2. I had to make those 'steps' between levels to solve this.

Did you have a similar problem ?

Offline Crystan

  • Project Artist
  • Captain
  • ***
  • Posts: 572
  • UFO:AI Lead Sound Artist
    • View Profile
    • http://crysea.cr.funpic.de/
Re: map +beach
« Reply #3 on: February 21, 2012, 10:31:14 pm »
Wow look at that hot beach! *Ba Dum Tssss*

Anyway, nice idea!

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: map +beach
« Reply #4 on: February 21, 2012, 11:10:33 pm »
Wow look at that hot beach! *Ba Dum Tssss*

Anyway, nice idea!

Well, I was thinking about naming it "+hot_beach".

Anyway, I switched the image hoster.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: map +beach
« Reply #5 on: February 22, 2012, 07:52:06 am »
nice setting - well done.

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: map +beach
« Reply #6 on: March 02, 2012, 07:47:18 am »
Windows users might experience something like this atm :



Not sure about the reason yet.


'r_material 1' gives back 'Unknown command "r_material" - wasn´t sent to server'

Offline Sandro

  • Squad Leader
  • ****
  • Posts: 240
  • Maintenance guy for UFO:AI 3D engine
    • View Profile
Re: map +beach
« Reply #7 on: March 03, 2012, 10:41:49 pm »
It's a "r_materials 1". Note the "s".

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: map +beach
« Reply #8 on: March 04, 2012, 12:51:05 am »
It's a "r_materials 1". Note the "s".

Not sure if I made a typo in the post - will check tomorrow.  Thanks for pointing me.

The difference between the two pics is glsl shaders off (first) or on (latter).


Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: map +beach
« Reply #9 on: March 10, 2012, 09:03:44 am »
In case you wonder why there is no progress in this one.

The map ( because of the sloping terrain ) is heavily plagued by some pathfinding issues. The "steps" in the map are a necessary workaround for this problem. But of course it looks somewhat weird that way.

After reporting this, Duke told me this problem maybe could be solved. In this case the 'steps' would be not necessary anymore, wich would improve the overall look of the map a lot. Of course every existing part of the map would need to be reworked then. Thats why I stopped expending the map for now.