View Full Version : New Meat and Potatoes Map! Global Warming
hundreds
20 Jan 2009, 20:45
Well... it's one day early. I know it looks like I just can't wait to get this map out, but it really just has to do with the fact that I don't want to compete with Lost on Wednesday night. :)
Anyway, here it is my fellow worms. The much awaited newest addition to the MnP worms map archives and what was once considered to be our final map ever (but thankfully that has changed).
We are very happy to release: Global Warming.
This map is a remarkable 2864 pixels tall, making it over halfway up to the jet in Air Force One! When a worm falls from this height, serious injury can result. It is also, I am very happy to annouce, the first in a series of two worms maps. The sequel to Global Warming, entitled Last Resort, will be released most likely next week, Tuesday, Wednesday or Thursday, depending on play-testing and the final changes that have to be made.
Anyway, enough of that, download this sucker and feast your wormy eyes on our biggest map yet (http://www.mnpp.net/?p=11). And by all means, please let us know what you think!
Awesome! :eek:
An instant classic!
nice map indeed, but the first thing I noticed was a lot of dither.. does the original photoshop file look the same? I think you could get much better quality out of it... the other maps look way better
edit: meh, forget it - it looks sweet in worms :) vn map dude
hundreds
20 Jan 2009, 21:39
Thanks bonz!
Yeah there is dither... and there kinda has to be - 64 colors and all. The reason this map may seem to have a bit more is because of the variety of color in it. Titanic and AF1 were pretty basic-toned. This one is vibrant! Here is to hoping for the 32-bit color version of W:A!!! Because yes, the original Fireworks PNG is incredible, but dithering is the best way to make it look good. No dither is horrible.
And yes, it looks great in-game. We optimize it in Fireworks for the pallette first, then when it gets into the game, it looks quite nice.
doubletime
20 Jan 2009, 22:13
What scheme is this for ?
What scheme is this for ?
Most, if not all, of hundreds's maps use a custom scheme, included in the RAR. I doubt this one is any different.
Roboslob
20 Jan 2009, 22:44
This map reminds me of the crazy house fort in WWP. Only bigger, much bigger and less mobility (In crazy house you could go from the roof to the bottom floor inside without utilities.).
hundreds
20 Jan 2009, 23:07
Muzer is correct. The scheme file is included in the package. Yeah this one can really give you a run for your money when it comes to scaling the building. Even with the (limited) ninja ropes, it can be pretty tough to get any real height on a single turn. Of course, pro-ropers would probably have no problems.
The ropes are limited because if you conserve them, you could have an edge at the end when the water really becomes a problem for everyone who are now only using shotguns to desperately climb to higher ground.
Yeah there is dither... and there kinda has to be - 64 colors and all.
You can have up to 113 colours (the first has to be black) but you end up with a hopeless sky gradient. it was way better before they changed the sky so that it used colours from the map when more then 64 colours where used >.>
most people would play without a background though (black sky).
Hundreds, have you considered releasing a version with a compromise in regards of the colors?
You could use 112 colors (bar black), with the drawback that the background, falling debris and destroyed soil are removed and reduced respectively.
http://worms2d.info/Colour_map
hundreds
20 Jan 2009, 23:58
Yeah I balanced that. Playing without a gradient is not my style... of course I always turn off the background bitmaps and leave the "stars" on, so it might just be me. But believe it or not, I have exported these maps with the full 112 - 113 colors and they don't look that much better. To sacrifice the gradient and starry wind-blown background for a FEW less dither dots - it's not worth it.
Instead I have pretty much micro managed the pallettes to an obsessive degree. I find myself trying to stick with certain tones and limit others, using colors that I really want more often to maximize their importance (popularity in the pallette). And in some cases, I have specifically added colors manually if it is one that simply HAS to be there. It has resulted in, what we think, is a more-than-acceptable middle ground... for now.
Cueshark
21 Jan 2009, 02:16
That's a gorgeous map!
I'm going to give that a go later :<
Thanks bonz!
Yeah there is dither... and there kinda has to be - 64 colors and all. The reason this map may seem to have a bit more is because of the variety of color in it.
64 including black, or 65 including black? In the first case you still have 1 extra colour left :P And how is the map with 97 colours?
btw, I like the save to web option in photoshop - there's several methods available - if perceptual doesn't look neat, usually adaptive or selective colour selection will work. Sometimes even 2 out of 3 methods look like crap and you have to stick with the last... also playing around a lot with the dither bar can show significant results. Manually adding colours is usually crap - you always replace a colour which you thought can go, but turns out to be important after all :s
*would love to see the original file
Great map to play real times worms on with only weak guns and a handful of mines/grenades
hundreds
21 Jan 2009, 16:49
Yeah I have used a variety of dithering and color options - including adaptive and web adaptive. I may revisit it just one more time, but I really think this is as good as it will get, until more colors are allowed. And when I mentioned adding colors manually, I meant that in certain circumstances, especially with lighting effects, I needed a bright color that was not previously used and thus really hadn't graduated into the pallette. It situations like that, I was always able to find a near-redundant color to remove and replace.
And to answer a previous question, it is 64 colors including black. Once you hit 65, you lose the backgrounds and the like - which, I do not like.
Actually, I didn't think this map looked that bad due to its dithering. But again, it is very colorful and 64 colors, even 113 - let's face it - sucks big time.
The funny thing, is that when W:A 4.0 comes out and, potentially, we get 32-bit color to deal with, some of the "happy accidents" attributed to the worms dithering process will be lost. Kinda like playing a song on an acoustic guitar first, then on electric, and noticing the mistakes to be more pronounced. 32-bit color will be a bitter-sweet option, but certainly more sweet than bitter.
And to answer a previous question, it is 64 colors including black. Once you hit 65, you lose the backgrounds and the like - which, I do not like.
*cough. its 64 colours excluding black. oh wait. that means you could use a colour more, as I said before :P
hundreds
22 Jan 2009, 18:10
Gotcha. Well, like I said, another color ain't gonna do much for me. Have any of you guys tried this map out with level 5 bots? They are actually quite fun to play with on this level.
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