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 Post subject: New Map - Tropical
PostPosted: 14 Jan 2007, 01:37 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
CLICK THIS TO DOWNLOAD THE MAP

Desync problem fixed by recompiling the map.:roll:
old version is named Tropic, the fixed version is named Tropical. Delete Tropic, it is worthless crap!


Tropical is:

18x20, meant for 4v4's and 5v5's.

In a word, it's going to be different due to the carefully constructed heightmap for the middle. I've custom-tailored the height for specific units of BA and AA. This map will require some new strategies to be made, as units that don't normally meet will have plenty of conflict around the islands.

Compared to Tangerine it has about 1/3 the amount of metal in rocks (ie, rocks are much less important...all players on land get 300 metal worth of rocks, and there's a small cache of 700 metal on the middle island, for a total of 3100 metal total in rocks). The real change from Tangerine is the metal spots, both the amount and placement. As there are roughly 50% more metal spots, the yield per spot has been decreased from 1.8 to 1.5 for regular mexes.

So here's what's going on...


overhead:
Image


metal view (F4):
Image


movement view (F2) for your run-of-the-mill kbot:
Image


movement view (F2) for an average vehicle:
Image


movement view (F2) for most ships:
Image


movement view (F2) for submarines / large ships (not flagships)
Image




It's very similar in terms of aesthetics to Tangerine. The next map I make will use SM3, so I'll go all out, model up some features for it and whatnot. I just needed to build something different to play, so here it is!
Image

Image

Image

Image

Image

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and here's my favorite screeny...what other map offers this :o
Image


Last edited by hunterw on 19 Jan 2007, 07:32, edited 9 times in total.

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 Post subject:
PostPosted: 14 Jan 2007, 02:07 
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Joined: 18 Jun 2006, 21:43
Location: 'Merica
looks very promising


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 Post subject:
PostPosted: 14 Jan 2007, 02:36 
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Joined: 25 Nov 2006, 16:26
looks very nice, i think and hope this won't play as porcy as tangerine.
Good job.


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 Post subject:
PostPosted: 14 Jan 2007, 02:44 
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Joined: 15 May 2005, 03:26
Location: St Louis
Very nice. Hopefully gameplay will be less porcy.

Edit: LOL what he said.


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 Post subject:
PostPosted: 14 Jan 2007, 03:02 
Community Lead
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
Man, do I love breaking porc on Tangerine.

Thanks for the new map hunterw. Going to be playing it at the usual time?


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 Post subject:
PostPosted: 14 Jan 2007, 04:41 

Joined: 30 Sep 2005, 00:49
I am looking forward to playing this map :D

Edit: Bah, vehicles have about the same movement area as kbots, was hoping they wouldn't be able to cross the middle as easy :(


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 Post subject:
PostPosted: 14 Jan 2007, 05:47 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
As kbots have a move value of 36 (which means they can climb damn near anything), it would probably be better in the future to show vehicle movement.


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 Post subject:
PostPosted: 14 Jan 2007, 07:19 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
vehicles, specifically level 1 vehicles have a handicap on this map though, as some cannot shoot when travelling underwater (some are too short, ie flashes)

going to host a game on it right now and see what happens...should get some screenshots as well.


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 Post subject:
PostPosted: 14 Jan 2007, 07:24 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
I'll take a look in gundam.


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 Post subject:
PostPosted: 14 Jan 2007, 11:13 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
here's an interesting problem.

the rocks on this map cause a desync for everyone who plays it. the desync isn't immediately after the rocks are eaten, and not just one rock does it...it's almost random as to which rock after it's eaten causes the desync.

everyone has the same version of the map, there is only one, so it's not due to that.

WTF???


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 Post subject:
PostPosted: 14 Jan 2007, 14:52 

Joined: 15 Jul 2006, 23:24
Looks cool, I'll give it a spin.


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 Post subject:
PostPosted: 14 Jan 2007, 15:04 
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Joined: 15 May 2005, 03:26
Location: St Louis
Take your copy out of the maps dir and redownload it. I suspect your copy is somehow different.


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 Post subject:
PostPosted: 14 Jan 2007, 15:28 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
did that already to eliminate that possibility. it's not an issue of different versions.

i've even d/led the map from all the different mirrors and ran checksums on all of them in order to make sure that the off chance of some mirror having a corrupt version wasn't screwing everything up, but that's not the case either.

if anyone likes i can post demos of it happening...the demos are only like 50 kB cause it happens within 30 seconds. i'm really at a loss here. i can just release it without rocks, but i'd really prefer to have them.


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 Post subject:
PostPosted: 14 Jan 2007, 15:38 
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Joined: 25 Nov 2006, 16:26
did you alter the rock values (metal, damage, etc...) for this map? you probably did, if so try testing a version where you're using rocks that work (from tangerine for instance) and see if it still de-syncs, if this stops the desyncing just try re-adjusting your rock values. if the map still deyncs it might have nothing to do with the rocks...
this is just a thought - i really don't know enough about how spring works in order to make anything else but educated guesses.


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 Post subject:
PostPosted: 14 Jan 2007, 16:32 

Joined: 01 May 2006, 10:35
Excellent skybox, really adds to the map. Hope you get that syncing problem fixed, because it looks great!


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 Post subject:
PostPosted: 14 Jan 2007, 17:53 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
they are the same exact rocks from tangerine, i've just altered the metal yield.

i've probably just encountered some incredibly obscure compile bug or something. could always just try with some different rocks...i hate to spend all the time to make and uv map something as basic as a rock - if i'm going to go to that trouble i'm going to make some palm trees or something, and i'm too lazy to even do that. i'll just ask around and see if anyone will let me use their rocks.

then again, if i do that i'll still be aggravated that i never found what the problem is with these rocks.


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PostPosted: 14 Jan 2007, 17:57 
Map Creator
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
should put a higher proportion of the metal in the middle areas, SO MANY PEOPLE porc atm. like make the spots in the start zone give 50% less and the ones in the middle give 50% more. just an idea :-)


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PostPosted: 14 Jan 2007, 18:24 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
porc atm? meaning someone's successfully playing this map (!), or just a general trend?

the middle has 25 spots, and each big porcable island has 24, so if one team just porcs off, the team that claims middle will have roughly twice as much metal. this isn't counting the water metal spots though.


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 Post subject:
PostPosted: 14 Jan 2007, 19:34 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
ok i've fixed the problem by recompiling the map.

:roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll:

:roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll:

:roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll:

:roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll:

:roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll: :roll:

to avoid version mismatches, the new map is named Tropical.


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 Post subject:
PostPosted: 14 Jan 2007, 21:52 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Can I see the grass texture you used in lldt?


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