I just made a desert map this morning. It turned out to be more of an "arizona/nevada canyon" than a "oasis" type map. I already posted about it on the AoS forum and hopefully it'll get hosted(right now it's not tested).
http://dl.dropbox.com/u/254701/aosmaps/triplefox_desert.zipThese are the "raw materials" that went into its creation:
http://dl.dropbox.com/u/254701/aosmaps/ocean.ziphttp://dl.dropbox.com/u/254701/aosmaps/desert_v1.kv6How I did it:
1. I modelled 1/4th of the landscape in slab6. Slab has better controls for landscaping than voxed.
1a. I started by filling out the maximum x/y extents of a slab6 model(256x256).
1b. Then I started filling in the slices along z, from the bottom upwards. I had to be careful and save often when doing this as it crashed sometimes.
1c. Finally, I carved out a bit of terrain and some caves and saved the result as "desert_export.vxl" (I used vx6 as the source but importing a vx6 into voxed gives you a sprite, not terrain.)
2. Now I entered voxed, picked an ocean color with the color picker and then did a lot of repetition of of E, Shift+E, Shift+E to color the ground.
3. (After filling the ocean I signed my handle at the top left. Dunno if it will stay there when you try mining it down in-game.)
4. Now I import desert_export using the U key. I point the cursor as far to each corner of the map as possible, then I flip the result using np7 and np8. This is why the map looks symmetrical; because I couldn't model a full 512x512, this was the next best thing.
5. I saved this as "desert_raw" and then did a lighting pass and a light-blending pass.
The "final" map is what I've got after step 5.
Additional note: I discovered that the server won't load names with an underscore in them so the map has to be renamed from triplefox_desert.vxl to desert.vxl - but I still haven't seen the map in-game yet since my router isn't set up for hosting.