Valley Of Unrest, new map

Valley Of Unrest, new map

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JohannesH
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Joined: 07 Apr 2009, 12:43

Valley Of Unrest, new map

Post by JohannesH »

http://www.springfiles.com/show_file.php?id=2696


There was no decent air/island map that I knew of (that aren't just sea maps) so I decided to make one.

Image

Both can reach by ground only 1 half of the map. To attack you gotta use amphibs, air/trans, or even hovers (hovers can only enter the lake from the hills).

Theres ~300 m for both players to reclaim around their start.
Mexes give exactly 2.07 m each.
Wind is 10-16. Makes those e units easier to get, but wind is vulnerable to air still.



I have no clear idea yet what's the best ways to play this, but hopefully I will soon. Also willing to change something if it makes this better, if some stupid shit is more powerful than I feel it should be. Playtesting will tell. hopefully starting air and ground lab 1st are both doable.


Visual stuff, dunno if I'm totally happy with the texture, maybe it should be a bit darker... What do you think? Also I need to know if water looks ok on non-basic water setting.
Kenku
Posts: 134
Joined: 26 Feb 2010, 06:19

Re: Valley Of Unrest, new map

Post by Kenku »

Looks interesting. Could CA jump jetters clear the cliffs?
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Valley Of Unrest, new map

Post by luckywaldo7 »

I really like the concept on this map, looks like it should make for some very interesting gameplay.

Actually its almost too bad you didn't save this for a reveal at a tourney. I would have loved to see what tatics some of the pros would need to make on the spot.
Kenku wrote:Looks interesting. Could CA jump jetters clear the cliffs?
It is balanced for BA of course; CA you could even just terraform your way down the cliff.
Kenku
Posts: 134
Joined: 26 Feb 2010, 06:19

Re: Valley Of Unrest, new map

Post by Kenku »

luckywaldo7 wrote:I really like the concept on this map, looks like it should make for some very interesting gameplay.

Actually its almost too bad you didn't save this for a reveal at a tourney. I would have loved to see what tatics some of the pros would need to make on the spot.
Kenku wrote:Looks interesting. Could CA jump jetters clear the cliffs?
It is balanced for BA of course; CA you could even just terraform your way down the cliff.
True. Still would seem like an interesting map for CA.
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: Valley Of Unrest, new map

Post by KaiserJ »

nice map man

i could see this playing VERY well for evo, what with the allterrains and the amphibious buggies
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Valley Of Unrest, new map

Post by knorke »

played xta on it, liked it very much.
at first was annoyed that hovers could only leave the lake at the ramps but i think its actually good this way.
air start might be a pit strong as there is no direct way for landunits to (counter)attack.
idea would be to remove the rocks or put them closer together so that aircon or transport+com reclaiming is not so usefull.
(if rocks are close together, the speed advantage of aircon over landcon does not matter)

would like to see more thought out maps like this.
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Valley Of Unrest, new map

Post by Johannes »

yeah probably cheap aircon & very vulnerable landcons makes airstart much favorable in XTA, compared to BA which I designed this for.
The purpose of the rocks, in BA, is to do 2 things - discourage just making & reclaiming an airlab, and flying to the opposing highground, and secondly to give early metal to afford early 2nd lab with, without having uncomfortably big mexes.
But, I don't think it's often too big deal how fast you get the rocks, it's still possible to manage so that you won't stall. Worse is possibly losing those landcons though, making their way to them rocks, against an airstarter. I don't think I will change the rocks, some games will usually be airstart vs airstart, but should be still be entertaining.

Also I realised that I never uploaded the V2 with improved texture (and possibly some other, small changes too I don't remember anymore), which I made relatively soon after release. Doing it now. Basically same texture but better done, sharper lines so maybe it's a bit more cartoony too.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Valley Of Unrest, new map

Post by Gota »

Johannes wrote:yeah probably cheap aircon & very vulnerable landcons makes airstart much favorable in XTA, compared to BA which I designed this for.
The purpose of the rocks, in BA, is to do 2 things - discourage just making & reclaiming an airlab, and flying to the opposing highground, and secondly to give early metal to afford early 2nd lab with, without having uncomfortably big mexes.
But, I don't think it's often too big deal how fast you get the rocks, it's still possible to manage so that you won't stall. Worse is possibly losing those landcons though, making their way to them rocks, against an airstarter. I don't think I will change the rocks, some games will usually be airstart vs airstart, but should be still be entertaining.

Also I realised that I never uploaded the V2 with improved texture (and possibly some other, small changes too I don't remember anymore), which I made relatively soon after release. Doing it now. Basically same texture but better done, sharper lines so maybe it's a bit more cartoony too.
Why are you not online to play this cool map?get online man.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Valley Of Unrest, new map

Post by knorke »

uploaded two replays: http://replays.adune.nl/
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: Valley Of Unrest, new map

Post by Johannes »

V3 is out, fixed heightmap a bit, and mexes smaller
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knorke
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Re: Valley Of Unrest, new map

Post by knorke »

fixed heightmap = no more lol-labs? :/
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Johannes
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Re: Valley Of Unrest, new map

Post by Johannes »

Depends on the game how easy it is. But in BA too, which has the shortest maximum builddistances of games i tried, you can get them eventually if you terraform the ground a bit by making small buildings then reclaiming them.

Bigger fix was to close a gap that alloowed bots to pass into enemy area by the lakeside.
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