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Thread: RS2.0 - Map Development

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  1. #1

    Default RS2.0 - Map Development

    We'll be begin finalizing the RS2 map soon, and I'm going to have ideas and images to post for feedback so I thought a new thread is in order.

    One thing I'd like to get feedback on is a slightly different style of mapping, which Tommyknocker created for the latest Stainless Steel mod. He uses steeper slopes and generally has many land areas rising to a higher level than most maps do. I'm curious what the team thinks of this map. If you haven't played SS6.1, here are a few screenshots:


















    This style is a more exaggerated version of the Icetorque terrain used in the Rio BI mod, which has always struck me as the most realistic looking terrain I've seen on a big scale map.

    I'd like to try and reach a happy medium between the two (while keeping the slopes from getting too severe in the battle maps, of course). This is the Icetorque terrain:







    Last edited by cherryfunk; May 18, 2008 at 07:21 AM.



  2. #2
    Mulattothrasher's Avatar Vicarius
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    Default Re: RS2.0 - Map Development

    I like the looks of both of those. The only thing I might be concerned about is fighting battles, and how ridiculous some of the slopes can be. Other than that, they look great. I like how river valleys actually appear as a valley too.

  3. #3
    dvk901's Avatar Consummatum est
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    Default Re: RS2.0 - Map Development

    I am concerned what would happen here, if the map actually reflected these kinds of slopes. The battlefield will interpret these as slopes, and you'll be playing on them all the time in those areas...Italy, Sicily, Corsica, etc.

    Persoanlly, I like the RS1.5 map a lot. But that's just me.

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  4. #4

    Default Re: RS2.0 - Map Development

    what map is the one in the RS 2.0 beta then? :|
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  5. #5
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    Default Re: RS2.0 - Map Development

    Quote Originally Posted by rory o'kane View Post
    what map is the one in the RS 2.0 beta then? :|
    A modified MM map, it doesn't go as far east or as far south, but is blown up to the maximum size allowed for a map. Compared to the 1.5 icetorque map, it goes slightly further east and south, but is slightly more compact.
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  6. #6

    Default Re: RS2.0 - Map Development

    I loved the RS1.5 map and still think, its one of the best (if not the best) one out there.

    I would say if it aint broke dont fix it- leave the terrain type/looks the same as 1.5.

    Those slopes look a bit too insane from my view.

    **RS Dev Team***Reciprocal Repper!* RIP Calvin- you will be missed

  7. #7

    Default Re: RS2.0 - Map Development

    I am concerned what would happen here, if the map actually reflected these kinds of slopes. The battlefield will interpret these as slopes, and you'll be playing on them all the time in those areas...Italy, Sicily, Corsica, etc.
    We definitely have to keep an eye on this, although Lusted posted a fix for SS which reduced the slopes in battlemaps, it's possible that Gotthard can do something similar for us.



  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: RS2.0 - Map Development

    Lusted changed the geography, making it flatter. The modifications we are making are going in the other direction....making the geography more like MTW2. But regardless of which way you go, 'map_heights.tga' is used in the battlefield interpretation of slopes. I'm just not sure how it would effect everything.

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  9. #9

    Default Re: RS2.0 - Map Development

    so that's NOT the map we're using!? good god. i thought our map was sorted!
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    Default Re: RS2.0 - Map Development

    Quote Originally Posted by rory o'kane View Post
    so that's NOT the map we're using!? good god. i thought our map was sorted!
    It is sorted, we are using the modified MM map, now that all the regions have been sorted, cherry is taking over to work his terrain magic on it. The map included in the 6.3beta (last one I know of that got released) is really old, there have been a tonne of region, texture and who knows what other changes done since then.
    Last edited by Squid; May 18, 2008 at 09:51 AM.
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  11. #11

    Default Re: RS2.0 - Map Development

    cherry, have you played BC? That map is the only map (other than RS 1.5) to make the player feel they are actually there. Tommy is a great mapper but when playing SS, I just feel like it's just a map, not like I'm fighting there. Maybe it has something to do with the deserts and sudden fertile valleys, dunno. I'll post some pictures in a bit.

    I guess as long as the map has that 'feel'--that you are moving from one distinct region to another--I'm happy. RS 1.5 captured this wonderfully, so I'm confident whatever mapping style you use, you'll work the magic again.

  12. #12

    Default Re: RS2.0 - Map Development

    i knew of the texture changes... hmm okay. fair enough!
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  13. #13

    Default Re: RS2.0 - Map Development

    Lusted changed the geography, making it flatter. The modifications we are making are going in the other direction....making the geography more like MTW2. But regardless of which way you go, 'map_heights.tga' is used in the battlefield interpretation of slopes. I'm just not sure how it would effect everything.
    Me neither. We'll have to do plenty of testing.

    cherry, have you played BC? That map is the only map (other than RS 1.5) to make the player feel they are actually there. Tommy is a great mapper but when playing SS, I just feel like it's just a map, not like I'm fighting there. Maybe it has something to do with the deserts and sudden fertile valleys, dunno. I'll post some pictures in a bit.
    Yes, BC has an excellent map, and some areas on it are just perfect -- the Khyber pass for example is stunning; but I do think in places it's a bit too flat. I hate it when my characters tower over the mountains!

    I guess as long as the map has that 'feel'--that you are moving from one distinct region to another
    That's the key -- to create a sense of 'zones' of climate and landscape, so that Gaul and Spain look and feel very different. It's one thing I hate about many of the M2TW mods' maps -- they look like one giant flat grassy plain with the odd mountain slapped on top -- they're just atrocious. SS and BC are the first two mods that have created convincing, immersive maps.
    Last edited by cherryfunk; May 18, 2008 at 09:59 AM.



  14. #14

    Default Re: RS2.0 - Map Development

    I'm doing a bit of market research, put a poll up in the SS forums to gather reactions to their new map:

    http://www.twcenter.net/forums/showthread.php?t=166234



  15. #15

    Default Re: RS2.0 - Map Development

    Cities being stuck behind mountains seems to be the biggest gripe so far.....

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