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Found 2 results

  1. Hello there, Today, I am excited to present my latest Old School map named "Dragonspine" My aim was to capture the beauty and atmosphere of this stunning location. The area is particularly cold, just like in the game, with a bar strategically placed to remind you of the cold surroundings. Unlike the game, I have incorporated several cozy fireplaces to ensure warmth is always within reach. As promised, I am working diligently to bring the regions I mentioned to this game. The next region to come may be Natlan, the nation of Pyro element. If all goes according to plan, I also plan to bring the region of Liyue, known as the "Nation of Geo" and famous for its epic archon quests, along with the Girdle of the Sands, a subregion located within the desert area of Sumeru. I am undecided on making a map for Mondstadt as it contains mainly long forests, rocks, and other less interesting features aside from its main city center and Stormterror's lair. The region does have a calming atmosphere and music, but I'm unsure if it would be enough for a unique and engaging map. Although Dragonspine serves as a bridge region between Liyue and Mondstadt, it is technically connected to Mondstadt because the Statue of the Seven located there is an Anemo element. This connection is explained by the fact that the Anemo ruler's dragon friend Dvalin fought the evil dragon Durin in this region. The remains of Durin's bones are visible in this area. Even his heart can be found here. The map incorporates features and environmental elements borrowed from the game: Sheer Cold Just like in the game's mechanics, a bar will appear at the middle bottom of your screen to remind you of the coldness of the area while you are playing the map. Camp Bonfires These fires have been lit intentionally by someone or something. When you come across them while freezing in the cold, they provide instant relief as their strong flames quickly warm you up. (You don't need to get too close to them.) Snow of Wind Despite being a snowy region, you might not see much snow because when you acquire the Anemo element, the wind will blow away most of the snow in the area. Snowfall occurs only in specific areas. And to prevent any drops in FPS during driving, the heavy snow effect in the first part of the map has been removed and restricted to specific areas. Jade Chamber? or Celestia? In the video, at timestamp 1:28, you can spot a flying, land-shaped object resembling the Jade Chamber (the upcoming Liyue map). Additionally, one could speculate that Celestia might be visible from Dragonspine. Not to mention, the broken pillar at the video’s end is said to have fallen from Celestia. Despite having a dark lore, Dragonspine was released early into the game’s lifespan, thus it lacks epic music compared to other later areas. As such, I chose to blend in calming music of the area to capture its tranquility. Credits Video & Edit by VonKasty Detailed credits can be found in the video's description. I would like to express my sincere thanks to VonKasty for being kind enough to record my maps so far! He is planning to start recording again. If you'd like to show your support, be sure to subscribe to his channel! About Sheer Cold Behind the Cool Bar system in this map is the hard work of Megadreams, who wrote the scripts for it. On my part, I focused on designing the User Interface (UI) and sounds to complete the overall experience. I must give a big shoutout to Megadreams from the MTA Team! While I was in the process of creating the map, not only listened to my Cool Bar idea but also helped me bring it to life Beta testers Following the tradition of hosting beta testers for maps, just like in Fontaine, I would like to thank those who tested the map for the first time and provided their suggestions and feedback on areas for improvement and fixes. @Megadreams @Esp4wN @Nico834 @Leoo123x @Jenga @iamcthulhu Your contributions are greatly appreciated! If you wish to participate in the beta versions of my upcoming maps, reach out to me on Discord. Whenever I share a map with the caption "Coming Soon," it's a sign that the beta test is complete. Something more to add: FDD Maps Update I have noticed some players are experiencing FPS drops playing my FDD maps when the room is full or crowded. To address this issue, I plan to use a method that minimizes the number of objects used. By using fewer objects, the lag will be kept to a minimum. I will create my own 3D models to achieve this. Of course, I will not rely solely on 3D models for decoration; I plan to reduce the overuse of excessive decorative elements by incorporating 3D models. Additionally, I will optimize the textures to further enhance performance and reduce lag. For example, in the Nebla - Tenshukaku map, the file size of the Electro symbol is 436 KB. By optimizing the texture, it can be reduced significantly to 60 KB. I will implement this optimization technique for my future maps. I do not plan to make any modifications to the maps I've already released. However, if necessary, I will intervene and optimize them to the best of my ability. Feel free to report to me Best regards, Nebla
  2. Hi there! Today, I would like to share with you my texture pack, which I have utilized in my previous maps. I will be updating this thread after every ten maps I create, as planned. I truly hope you enjoy using these textures! Eternal Lightning (Nebla - Inazuma) Sumeru's breath (Nebla - Sumeru) Memorial of Deshret (Nebla - Mausoleum of King Deshret Trial of Fontaine (Nebla - Fontaine) Mars Mission (Nebla - Mars Effect) Reaper Chase (Nebla v.7 - Mass Effect) Academic tactics (Nebla - Akademiya) Iram's Past (Nebla - Iram of The Pillars) Fresh Pool (Nebla ft. ZeRoXy - Revolt: Pool Days) Virtualist (Nebla ft. DiatroN - VirtuaL) Download Full Pack Installation (For Testing & Preview) Download any texture file(s) you liked Extract zip files and put them into server/mods/deathmatch/resources Get in game and type /refresh & then type /start [Texture file name] For example, /start EternalLightning Installation for engaging the texture with your map Copy all the files in the file except meta.xml and then put them into your map file open the meta.xml in the texture file and copy the codes paste them into your map's meta.xml without lines below If the texture file has extra brown.dff & grey.dff put the code below into your map's meta.xml <script src="client.lua" type="client" /> <file src="grey.dff" type="client" /> <file src="brown.dff" type="client" /> <file src="vgehshade.txd" type="client" /> <file src="vgsehseing1.txd" type="client" /> If there aren't extra grey.dff & brown.dff files, simply remove them in meta.xml code like as below <script src="client.lua" type="client" /> <file src="vgehshade.txd" type="client" /> <file src="vgsehseing1.txd" type="client" /> In some files, there may only be 'vgsehseing1.txd.' So, you need to remove 'vgehshade.txd' from the meta.xml because that file does not exist. Be cautious with this part; if you test your map with a defined texture that is not present in the map, it may don't start your map. If that happens, simply don't panic. And read below Solution: go to server/mods/deathmatch/resources and delete everything in editor_dump & editor_test files. Then get in game and type /restart editor_main /restart editor_gui /restart editor_dump And done, you can play your map now. Don't worry, your map is not gone; it's actually bugged due to including a texture in the meta.xml file as if it exists in the map, even though it does not exist in the actual files. Your sincerely, Nebla
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