Loading...
  OR  Zero-K Name:    Password:   
Back to List

Banana Republic v1.0

By aeonios, original concept by Manu12.
Rating:

Nothin here but us bananas.
Size: 14 x 10

PLAY ON THIS MAP


Downloads: 1035
Manual downloads:
http://api.springfiles.com/files/maps/banana_republic_v1.0.sd7


Preview
Filter:    Player:  
Page of 2 (35 records)
sort
Lobsters and cobblestones!

I present to you... a banana




+11 / -0
Nice map.

feedback:
- lava doesn't fit that terrain, replace with endless fog (like fifteen platforms)

- the tubular formations on the metal spots also don't fit the terrain. Standard metal patches with a dark contour would stand out more and look better

- dark grey texture on the NW / SE ramps looks weird

- i don't get the map name
+1 / -0

5 years ago
quote:
lava doesn't fit that terrain, replace with endless fog (like fifteen platforms)

Lame :P

quote:
the tubular formations on the metal spots also don't fit the terrain. Standard metal patches with a dark contour would stand out more and look better

That's drycoral. I think it goes pretty decently with a jungle theme.

quote:
dark grey texture on the NW / SE ramps looks weird

Eh. I went for a rock look, but switching it to the same dirt that the other ramps use wouldn't be a big deal.

quote:
i don't get the map name

Originally I was gonna have like a dense jungle of trees winding across the map, but I had so many issues with the stupid tree features looking like crap (due to lack of transparency), or fading out when they shouldn't be, and so on and so forth that I ended up stuck with nothing but palm trees.

I was also going to have the lava use dynalights to glow properly, but the stupid lava surface picked up the lighting and turned an ugly pink color thanks to spring's retarded rendering pipeline. Literally nothing I could do about it.

The whole 'everything is a broken piece of crap' thing pissed me off so much I decided to call the map Banana Republic in honor of the awesome development process that killed all my fun. I was originally going to call it something like "blaze" or "cretaceous", but no.
+4 / -0
You would have to add a new type of dynlight to make the lava work anyway - currently it only does line segments and points while lava is either a plane or a contour depending on how you look.

Long story short, it's absolutely doable but the way to do it is in the lava shader.

Alternatively, you can just use the emissive texture to make the terrain glow.

But you shouldn't. I agree with PTrankraaar that it does not fit.
+0 / -0


5 years ago
I like the wacky lava + jungle combination. Video games don't always need to make perfect sense.
+1 / -0
It can be wacky and fit. This is wacky and does not fit. This just looks like a textured kill-plane; an inconsistent make-belief lava.
+0 / -0

5 years ago
Lava burns, this should never be so green and happy with that much lava around. I want to see a burnt jungle and charred ground.
+2 / -0

5 years ago
quote:
You would have to add a new type of dynlight to make the lava work anyway - currently it only does line segments and points while lava is either a plane or a contour depending on how you look.

Long story short, it's absolutely doable but the way to do it is in the lava shader.

That would have issues with lighting things through solid ground. It also wouldn't play nice with HDR.

quote:
Alternatively, you can just use the emissive texture to make the terrain glow.

That'd be a pain since lighting is color + (lightcolor * texcolor) while emissive is just texcolor + glow color.

quote:
Lava burns, this should never be so green and happy with that much lava around. I want to see a burnt jungle and charred ground.

The lava is in deep pits, and also emits CO2 which makes plants turn super green. I would have scattered animal skeletons around to reflect that, but I would have had to make the models from scratch. :|
+0 / -0
quote:
That would have issues with lighting things through solid ground. It also wouldn't play nice with HDR.

All dynlights would do (and do do) this because there are no occlusion checks. Having screenspace occlusion checks would make this a deferred shadow shader.

Which is quite possible! As long as the game contains no flying units. Which, sadly, means no ZK.
+0 / -0
5 years ago
USrankaeonios thanks a lot for making this map!
Tough I have to somewhat agree with what PTrankraaar wrote.

I am not too sure the map plays well with huge startboxes splitting the map in west vs east, as the design intended to be played south west corner vs north east corner.

This would mean the players had only access to one 3x mex spot and the two close 2x mex spot from the start of the game.
+0 / -0

5 years ago
AFAIK startboxes can be set zk side. I don't know how to set east v west for teams while using custom boxes for 1v1.
+0 / -0
Even if the startbox is corner v corner in teamgames it should be fine.

I thought of this as a 3v3 map:
1 back with 3 mex and 2 front with 2x mex and expansion possibilities

Proper lava seems to be a problem.
In that case water or even normal ground could still work fine for the map.
+0 / -0

5 years ago
quote:
Even if the startbox is corner v corner in teamgames it should be fine.

Hm. That's workable. Not that hardly anyone plays 3v3..

quote:
Proper lava seems to be a problem.

Ivand is working on a lava shader that produces a 3D cracked rock surface. I'll probably upgrade to that if we can get it tuned out so that it looks nice and has actual animations.
+1 / -0
5 years ago
quote:
Not that hardly anyone plays 3v3


While that might be true the map can work in 1v1 and bigger games too.

I intend to get it voted in a few times in the regular high elo games and hope to get some decent (3v3?) games going.
+0 / -0

5 years ago
After watching a few games on this map I honestly don't think corner starts are a good idea. Rovers/tanks/hovers aren't playable from the high corners, and this map already favors bots pretty heavily.
+0 / -0
5 years ago
The main problem I have with allowing to spawn everywhere on west/east is that the NW and SE corners are too strong right now (as I didnt thought you can spawn there).

I would suggest to remove the 1 back mex on the hills from NW and SE to see how it plays out.

+0 / -0

5 years ago
I think the other corner is fine too, just have not used it yet in a actual game but im willing tos tart there to prove otherwise
+1 / -0
5 years ago
Can we get this supported so we could test this map tomorrow in high elo games?
+0 / -0
5 years ago
... why cant you vote for supported maps on autohost
+1 / -0
I'll set !minmapsupportlevel 1 on Platinum etc. in future if I remember. Which may or may not be relevant to this map by then.

edit: http://zero-k.info/Battles/Detail/800164
+3 / -0
Page of 2 (35 records)
Back to List