[T:V] Post pics of the maps you are working on...

Grand Masta D said:
Are those my T2 terrain textures Santa? If so I might need to get those from you becuase I lost the file, lol.

No those are the emerald textures. More detailed than T2 textures.
 
destroyer193 said:
too late now :p

It's never too late to be original.

If you have the skills to make a copy of a map, with a little more effort you can offer the community something unique like DOX did when he first released CC.

There's nothing wrong with imitation. In fact, you should imitate that which has been proven in the past, but you should be creative in doing so by reinterpreting already existing concepts (e.g. those things which made CCD work well) in your own unique designs.

Take out a pen and paper and write down all the things that you think made CCD worth imitating. Then brainstorm on how you can re-create those elements in a new context--new terrain, new objects, new design, etc. If you invest in such a creative process you will inevitably think of ways you would like to add to, subtract from, or play off of DOX's original ideas, hence creating your own original ideas from a study of DOX's work.

This would honor DOX's work and satiate the community's desires more than if you were to merely offer up a facsimilie of CCD.

Imitate, but create.
 
anyone here remember that t1 map called 'Spiral''? it was a really oneside map that was all the way up in the air. all it was was just a base on top, a base on the bottom, and a spiral ramp going from each.
 
rilkean panther said:
It's never too late to be original.

If you have the skills to make a copy of a map, with a little more effort you can offer the community something unique like DOX did when he first released CC.

There's nothing wrong with imitation. In fact, you should imitate that which has been proven in the past, but you should be creative in doing so by reinterpreting already existing concepts (e.g. those things which made CCD work well) in your own unique designs.

Take out a pen and paper and write down all the things that you think made CCD worth imitating. Then brainstorm on how you can re-create those elements in a new context--new terrain, new objects, new design, etc. If you invest in such a creative process you will inevitably think of ways you would like to add to, subtract from, or play off of DOX's original ideas, hence creating your own original ideas from a study of DOX's work.

This would honor DOX's work and satiate the community's desires more than if you were to merely offer up a facsimilie of CCD.

Imitate, but create.

I understand what you are saying... I'm mainly doing this map to learn tved fully, i had minimal experience in UED.

I understand what you are saying about imitating, but at the same time creating. And that is what I'm doing in essence. Im trying to capture the gameplay, and at the same time, pretty much change everything else.
 
destroyer193 said:
I understand what you are saying... I'm mainly doing this map to learn tved fully, i had minimal experience in UED.

I understand what you are saying about imitating, but at the same time creating. And that is what I'm doing in essence. Im trying to capture the gameplay, and at the same time, pretty much change everything else.



Tha's cuz you da man! :)
 
Rosdower, set up a terrain like normal with just a flat heightmap. Then open up the Texture Browser, and go to the MyLevel group. You should find just a plain gray texture labeled whatever you named your heightmap (TerrainHeightmap) by default. Go to File->Import and select the image you want to load. Make sure you fill out the package (MyLevel), group, and name (TerrainHeightmap) exactly as the one that's already there. This will overwrite the plain gray one with your new fancy terrain.

Once you've gotten that, right click the height map in the texture browser, and choose Convert->G16 Heightfield. If it gives you an error, make sure that you're importing from a .bmp file. If there's no error, it should now list [G16] next to the texture's name.

Now the wierd thing is this will do nothing to the actual terrain you see (on my computer at least). I have to click the build geometry button, save the map (ctrl+L), and exit and restart TribesEd. After that the terrain shows up how it's supposed to and I can build the lighting for it.
 
workinprogress7.jpg
 
Santa is bringing us an early Christmas present! w00t!

Could you put together a tutorial on how you made that map or some other general tutorial, because I wouldn't mind learning how to do this, if it is not to much to bother you for.
 
im all for remaking the maps, but should the bases and whatnot be more like the new bases? and the overall locations and terrian the same as before? seems silly to have the bases exactly the same(looking not conceptually)as t1...
 
2 questions for exp. map makers

1. How do you import height terrains? I have some saved that I want to bring in.
2. I'm making an indoor map. How do I make a hallway that's at a slope so you can ski down it? Is there a way to rotate the cube maker so it's slanted before I subtract it?
 
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