OTTD Romazoon's screenshots

Screenshots of your games! All Transport Tycoon games acceptable (including TTDPatch and OpenTTD).
User avatar
EXTspotter
Tycoon
Tycoon
Posts: 3122
Joined: 08 Jan 2008 18:51
Location: Salisbury, UK

Re: OTTD Romazoon's screenshots

Post by EXTspotter »

No, he means smaller because by the time a 2048x2048 map is filled it is already too laggy to use.
Image
Image
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

well i can pump up a few nice heightmaps i found, variable between 512x512 and 2kx2k so all i have to do is just work them a bit
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: OTTD Romazoon's screenshots

Post by romazoon »

yep, i confirm what Ext said... i m looking for smaller maps not bigger... but well i won t refuse to play on another 2048x2048map :wink:

by browsing on the forum, in the scenario section, i found again an old scenario that could maybe be nice to play until Zx is done with his scenario. It s the Africa Scenario, on a 1024x1024 desert/tropic map. it features Many cities but they are small, industries seems have been hand placed, each region seems specialised, and if i add the manual industry grf it could stay so. It also have sean and ocean around allowing boat transportation (canal of Suez can be built).

a possible goal : -Connect all town by any way possible,(a station may cover more than one town due to the scale of the map)
- make a fully integrated rail network (allowing trains to go from anywhere to everywhere even if it s different companies tracks),
- the same for road could be a nice addition (many town might be only linked by road, and some industries too),
- service all industries on the map (sending the raw material only to the nearest industries, and for express and armored using the cargodist)
- we could maybe set also the challenge of growing some towns with the towngrowth patch activ.

what do you guys think ?
and if your positiv on this map, what grf do you guys want ?

Edit :ZX, how advanced is your scenario ? if it s at the stage of looking for an heighmap, have you gave a look to the Corsica heightmap i posted today (in the autogenerated river thread ?)... Also, do you realize that if we want to play with the actual chillpatchpack, the scenario will have to be built with a OTTD version lower or equal to 1.0.5 i believe. (it s missing many feature from grf you may want to load before generating the map....)
Attachments
Non nommé, 02_02_1950.png
(65.5 KiB) Downloaded 2 times
Last edited by romazoon on 06 Sep 2011 21:31, edited 1 time in total.
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

already played that map dead on single player back when the afrika game was included by default....

EDIT: im working on a map, preferred size?

EDIT: its on id say 25-50% terrain done depending how well my latest changes like me
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: OTTD Romazoon's screenshots

Post by romazoon »

mmh... i d say minimum 512x1024 (cause with many player it can be fast tight on some maps)... and max1024x2048...

so what s it going to be ?
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

1024x1024 then, im using "project a" as base, (original 4096x4096, but has to be downsized to 512x512 to be usable for ottd)

then i mirrored it to create a coastline and now i need more filling for the other 50-60% of the map...

here is what i got as heightmap (some modifications already made but...)
UNNAMED-1.png
(378.05 KiB) Downloaded 2 times
mainly modding it to remove the symmetry and to make it feel more random :)
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: OTTD Romazoon's screenshots

Post by romazoon »

It s looking really good :D ,

i even tried it ingame, the relief is really interesting... but the fact that you downsized the heightmap from 4000x4000 to 500x500 make that many details from the heightmap are lost... so instead of filling up the 50% missing, i would rather suggest you to cut what u ve done, rotate it 90degre and then resize the heightmap to keep it 1024x1024 but with land everywhere, if you see what i mean. This way there might be more details appearing afterward and we will notice a bit more where are the narrow valleys in the relief.

Edit: you can forget my advice, it s making a terrible distortion to the map and won t increase the wideness of many valley since it will be only widening things in one direction (horizontal or vertical)
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

nah this is the original heightmap: (open it in orig format (4kx4k) to see what i mean about the detail, 512x512 of it is actually pretty ok looking
Project A.png
(4.59 MiB) Downloaded 2 times
and this is what i got at this moment: (added some real world on the south 50%) (atm filling left corner a bit)
UNNAMED-2.png
(603.2 KiB) Downloaded 2 times
User avatar
EXTspotter
Tycoon
Tycoon
Posts: 3122
Joined: 08 Jan 2008 18:51
Location: Salisbury, UK

Re: OTTD Romazoon's screenshots

Post by EXTspotter »

Those heightmaps look really good. I can't wait to play on them.
Image
Image
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: OTTD Romazoon's screenshots

Post by romazoon »

nice addition of land, i was going to propose you to decrease the size of my corsica map and add it there in the empty space (i tried myself but was stopped by my poor knowledge of Irfanview)... of course land is good idea too as a land mass is welcome to give spaces to all players...

Now there is the quite large sea... meaning many boats , and also not very practic neither realistic to bridge or tunnel for railways and road.... any idea how to deal with it ? maybe creating some island that we will use as hubs(for boat and eventually air) could be nice and practic for cargodist gameplay style, isnt it?

I also can t wait to play on it, the relief is really nice(even with the decreased details i talked about before :wink: )
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

just be patient, im filling it up nicely it just takes more time as i prefer filling it manually so the feel isnt ruined

EDIT: nevermind, copy paste A LOT from multiple heightmaps got me to this
UNNAMED-5.png
(775.2 KiB) Downloaded 2 times
more work on it still
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: OTTD Romazoon's screenshots

Post by romazoon »

It s looking great !!

and dont worry ZX, even if i and EXT said " we can t wait"... it s only to show you our excitment related to the great map your showing us !
we of course will wait patiently till your done (or actively if you need help with the scenario :wink: )
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

whats that mention about building it in 1.0.5 ? can i not make it in the special build?
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: OTTD Romazoon's screenshots

Post by romazoon »

yes you can also make it with Chillpatchpack if you like.... just note that your scenario might become obsolete soon"ish" as i remember Chill mentioning that the next Chillpatchpack would probably lose savegame compatibility.....

that s why i mentionned the 1.0.5 version... this would allow compatibility with the actual CPP, the futures, and also the trunk versions.
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

only problem with that is that i dont have a 1.0.5, only the 1.1.1 (hehe)

EDIT: i might have it still on university, and im off to there in about 15 mins anyway so ill check
User avatar
romazoon
Tycoon
Tycoon
Posts: 1291
Joined: 20 Jun 2010 23:16

Re: OTTD Romazoon's screenshots

Post by romazoon »

http://dl.free.fr/eeaS3qkKr

I posted at this link a 1.0.5 version if you want/need :wink:
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

yeah this is just a nice heightmap game, im actually working on a INFRA-similar map as well, but that will consume A LOT more time before even being CLOSE to a workable state...

anyway ill get taht @home
User avatar
EXTspotter
Tycoon
Tycoon
Posts: 3122
Joined: 08 Jan 2008 18:51
Location: Salisbury, UK

Re: OTTD Romazoon's screenshots

Post by EXTspotter »

I like the way you just shoved Ireland onto that map. That is hilarious!
Image
Image
ZxBiohazardZx
Tycoon
Tycoon
Posts: 1534
Joined: 14 Mar 2006 12:46
Location: Netherlands

Re: OTTD Romazoon's screenshots

Post by ZxBiohazardZx »

you dont recognise the rest?

top 50% = Project A mostly

Bottom 50%:

Ireland
Baltic Sea South (turkey)
Cyprus
Mallorca, Minorca & Ibiza
Sardinia
Adaman & Nicobar Islands

mostly that is
User avatar
EXTspotter
Tycoon
Tycoon
Posts: 3122
Joined: 08 Jan 2008 18:51
Location: Salisbury, UK

Re: OTTD Romazoon's screenshots

Post by EXTspotter »

Nope, except Ireland I don't recognise any of the other bits.

Edit - No wait I recognise Cyprus also.
Image
Image
Post Reply

Return to “Screenshots”

Who is online

Users browsing this forum: No registered users and 12 guests