New 28 player map - Koom Valley v2

New 28 player map - Koom Valley v2

All map release threads should be posted here

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New 28 player map - Koom Valley v2

Post by Beherith »

Large 24*16 team map with 28 start positions. Enjoy!

Image

Image

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link:

http://springfiles.com/spring/spring-maps/koom-valley
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smoth
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Joined: 13 Jan 2005, 00:46

Re: New 28 player map - Koom Valley v1

Post by smoth »

Image
here comes the baw, here comes the baw... in b4 ruining spring by giving people what they want.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New 28 player map - Koom Valley v1

Post by Beherith »

Yep. Might as well design a map for the game sizes common these days. Since the only other map that can support this many is dsd duo.
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: New 28 player map - Koom Valley v1

Post by Licho »

I like the cliff texture, looks pro. I predict Krog spam here!
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: New 28 player map - Koom Valley v1

Post by luckywaldo7 »

Looks like it would make a pretty awesome NvS actually, for teams of 4v4-6v6.
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Re: New 28 player map - Koom Valley v1

Post by Cheesecan »

As always very nice map Beherith.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: New 28 player map - Koom Valley v1

Post by knorke »

oh no, Beherith don't give in to the dark side!
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New 28 player map - Koom Valley v1

Post by Forboding Angel »

I wouldn't mind hearing about 8v8 on this map, cause it's epicly pretty.

DSD looks like someone couldn't hold their shit in. I don't get it. Every other one of Icexuick's maps looks super pretty, and then there's dsd.

Hey, behe, would you be willing to make a evo version for 3v3 uses? (would need to take out like 2/3rds of the metal spots). Of course, if not, that's fine. Just a thought :-)

Imo a map like this would really shine with evo's different techs and stuff.

I like muchly :-)
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New 28 player map - Koom Valley v1

Post by Beherith »

Post your desired metal map, and smd params, forb, and Ill make it for ya. I can boost the feature density as well, since its scripted. Suggestion on a name string is good too.

I find dsd pretty tbh. Its better than the average map by far.

This map is not for 8v8, but for 14 vs 14 :P
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Floris
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Joined: 04 Jan 2011, 20:00

Re: New 28 player map - Koom Valley v1

Post by Floris »

Looks pretty cool, although I can imagine 20v20 matches played on it, if you see that the floor also offers another 6 startpositions.

In my opinion the texture is not bad but a bit dull, since it has like just 3 or 4 plain colors.

It supports mountain porcyness, but also a challange to siege it. Only worrysome thing is that the unit count might get way too high too much. But... I've heard the new BA will include some sweet fps improvements.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: New 28 player map - Koom Valley v1

Post by Jazcash »

As nice as this map looks, it's gonna be a CPU killer. You'd have at least 7 techers per team.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New 28 player map - Koom Valley v1

Post by Beherith »

Get with the flow :) i5 and up handles super large games very well.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: New 28 player map - Koom Valley v1

Post by 1v0ry_k1ng »

great looking map, I'll be getting right on it when I upgrade my rig :-)

maybe its just me, but I preffer clusters of 3ish metal spots to the grid layout you've got going on here- its more defensible and places more importance of strongpoints instead of continous frontlines (ie, greater odds of there being holes in the frontline for attacks to penetrate through early game)
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Johannes
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Re: New 28 player map - Koom Valley v1

Post by Johannes »

Why so narrow? You've got the middle flat area with a good amount of mexes to fight over, ok, but the geography in the back will barely matter when frontline is formed so quickly, besides protecting the people in the back even further from ground attacks.

I guess it's what a lot of people want, but something like DSD duo seems much more dynamic and interesting. Now you've got half the start positions in the back where optimal tihng for most is to just farm econ and share it to the players with factories. And with such a deep base, it's practically impossible to scout the enemy properly so nukes and such become largely a guessing game.

It's very crisp and intuitive to look at though. And nobody hate me for speaking my mind :D
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Pxtl
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Re: New 28 player map - Koom Valley v1

Post by Pxtl »

I wanna try a 4-player FFA on this one.
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Beherith
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Re: New 28 player map - Koom Valley v1

Post by Beherith »

Updated to fix a small texturing error in the splat distributions, and slightly increased feature density.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: New 28 player map - Koom Valley v2

Post by Jazcash »

The concept does seem very similar to Lost, hopefully it won't be as porcy.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: New 28 player map - Koom Valley v2

Post by KaiserJ »

i'm maybe getting a similar feeling to johannes; i would feel much more comfortable with this map if there was a way to raid around the outside (sort of in the manner of tundra); but its a comment more related to my play-style than anything else... i like being able to hide behind stuff

it looks great and should certainly provide a great battleground for large games
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fc14159
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Joined: 06 Jul 2007, 17:27

Re: New 28 player map - Koom Valley v2

Post by fc14159 »

Griddy metal map is griddy. I'm not expectin anything other than straight forward missile truck spam.
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Johannes
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Joined: 17 Sep 2010, 15:49

Re: New 28 player map - Koom Valley v2

Post by Johannes »

samsons are too slow to move diagonally here, massed stumpies and flash can better make concentrated attacks and samsons can't react. That requires somecoordination though, if your allies build only samsons then your stumpies can't do too much.

And when you've got 12 ppl, why not just share m and go straight for t2 and golly? You've got easily enough metal for that even without blowing comms. But again, requires teamwork. Faster t2 tanks would do a good job too.
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