Harbinger-v1

Harbinger-v1

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Harbinger-v1

Post by Cheesecan »

Image
Image

Up to 16 players FFA, eight in the outer ring and another eight in the inner ring. The water here is acidic so thread carefully. Loosely based on my previous map IcySea.

Uses Lua Metal Spots 4.2.

Credits to the 0AD team, Artturi, Beherith and LathanStanley for the features seen. I have resolved to use only low polygon trees due to complaints about Hohenheim from players with slower PCs.

Image
Last edited by Cheesecan on 28 Apr 2013, 02:04, edited 2 times in total.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Harbinger-v1

Post by Forboding Angel »

NOICE!

& Yes, i agree with the decision to use low poly trees. Mainly because the details are so fine that it doesn't really matter in a real game.

Edit: Made Buttan.
Last edited by Forboding Angel on 28 Apr 2013, 04:09, edited 1 time in total.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Harbinger-v1

Post by Cheesecan »

Nice button :!: I'll borrow it. :-)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Harbinger-v1

Post by Forboding Angel »

:lol: :mrgreen:
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Harbinger-v1

Post by The Yak »

Very nice looks, appears versatile, I'm eagerly waiting to see it appear on plasma map server
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Harbinger-v1

Post by Forboding Angel »

I suppose that my only real complaint would be that the specular seems a bit too unrealistic, but that's being really nitpicky...
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Harbinger-v1

Post by Cheesecan »

Harbinger-v2
Image
Download here

Changes made:
* Toned down the specular map for a more realistic look
* Carrara-generated splat map
* Map_metal_layout.lua to support the metal replacement system
* The middle should now be easier to expand into
* Water is less murky
* Wind is higher to compensate for low build space but also more unpredictable to trap unwary players
* Completely removed baked shadows
* Reduced the mountains on the edges to improve gameplay
* Based on player feedback during testing:
- Removed the outer ring start positions (unbalanced)
- Less symmetry and more space to build on
- Less features and especially reclaimable rocks
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Harbinger-v1

Post by PicassoCT »

Riffercliffs are to uniform in height till grass for my taste.. was over the download button in springfiles, before i came here. Hovered there, then saw a butterfly and went elsewhere..
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Harbinger-v1

Post by Cheesecan »

PicassoCT wrote:Riffercliffs are to uniform in height till grass for my taste.. was over the download button in springfiles, before i came here. Hovered there, then saw a butterfly and went elsewhere..
Maybe it looked like this before.
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Harbinger-v1

Post by scifi »

dayum these maps taste like cheesecake.

in an awesome way congrats :wink:
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