New Map : Inverse Conditions
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New Map : Inverse Conditions
I made a new map, its an 8 way ffa map. I wanted to make a noob friendly ffa map, so here it is. On default settings all bases are accessable only from centre, where you have a lot of metal.
Speeds are boosted a bit, because map played slow otherwise.
I mangled smoth's mapsettings so now there is one settable map option, "pro height". If that box is ticked, map will have a lower height, making it less sheltered.
pro passability for kbots (needs mapoption box ticked!):
noob passability for kbots (default):
maplink in text: http://springfiles.com/spring/spring-ma ... conditions
Speeds are boosted a bit, because map played slow otherwise.
I mangled smoth's mapsettings so now there is one settable map option, "pro height". If that box is ticked, map will have a lower height, making it less sheltered.
pro passability for kbots (needs mapoption box ticked!):
noob passability for kbots (default):
maplink in text: http://springfiles.com/spring/spring-ma ... conditions
Last edited by BaNa on 23 Jan 2012, 16:58, edited 1 time in total.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New Map : Inverse Conditions
I love how the mountains look
Re: New Map : Inverse Conditions
very cool idea and pretty!
*why not add inverse as an option as well?
*why not add inverse as an option as well?
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New Map : Inverse Conditions
Would not work with the texture and all the preshading.smoth wrote:very cool idea and pretty!
*why not add inverse as an option as well?
Re: New Map : Inverse Conditions
you have to change the sun angle for that, try it, works better than you think..
Re: New Map : Inverse Conditions
A very pretty and clear looking map.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New Map : Inverse Conditions
Shadows are preshaded on the texturesmoth wrote:you have to change the sun angle for that, try it, works better than you think..
Re: New Map : Inverse Conditions
so do the gundam maps.
Either way, was just a suggestion.
Re: New Map : Inverse Conditions
That pro bot path doesn't look balanced - looks like some of the inter-base barriers are blocked and some aren't.
Still, it's nice to see somebody making a porc-friendly map that isn't a clone of DSD or SpeedMetal. And a pretty one at that.
Still, it's nice to see somebody making a porc-friendly map that isn't a clone of DSD or SpeedMetal. And a pretty one at that.
Re: New Map : Inverse Conditions
The degree of passability may be different but you can send a kbot down any of those interbase ledges.That pro bot path doesn't look balanced - looks like some of the inter-base barriers are blocked and some aren't.
also, smoth: I mangled your code for inverse to do the height change :) It would be a nice addition, but i'll leave that to future maps.
Re: New Map : Inverse Conditions
I'm excited to try this map out, looks fun to play and good job on coming up with a fresh FFA layout.
Have you thought about making the terrain continue a bit outside the playable edge? That's one feature you can do now with lua.
Also you might want to use lua metal spots(I say this to every mapper) .
Have you thought about making the terrain continue a bit outside the playable edge? That's one feature you can do now with lua.
Also you might want to use lua metal spots(I say this to every mapper) .
Re: New Map : Inverse Conditions
If I am around in the future let me know(with a bit more than a day or two please) and I can help you iron all kinds of crap out! (you could have had a few options for height, you know like a drop down?)BaNa wrote:also, smoth: I mangled your code for inverse to do the height change :) It would be a nice addition, but i'll leave that to future maps.
Re: New Map : Inverse Conditions
Does anybody have the original version of this map? I lost the archive in reinstalls and it has disappeared from springfiles.
Re: New Map : Inverse Conditions
I wanted to tag this up in ZK... but ZK doesn't have it listed. How do I get a map into ZK's map system?
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- Moderator
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Re: New Map : Inverse Conditions
Register it on rapid iirc.
Re: New Map : Inverse Conditions
Great!..... how do I do that?
edit: just tried this map in Zero-K. As I suspected, slopes that are supposed to be bot-impassable allow the bots up to the crest, even in noob mode. This makes the map completely imba since only a few slopes have this behavior.
It needs a fix. Even a brute force usage of the slope modifying mutator to steepen the whole thing would work.
... or was this intentional? Now that I look at it, each of the 4 cardinal mountains has one scaleable face. If so, a better graphical representation of this effect would be nice, such as visibly applying a different texture to the bot-scaleable faces.
edit: just tried this map in Zero-K. As I suspected, slopes that are supposed to be bot-impassable allow the bots up to the crest, even in noob mode. This makes the map completely imba since only a few slopes have this behavior.
It needs a fix. Even a brute force usage of the slope modifying mutator to steepen the whole thing would work.
... or was this intentional? Now that I look at it, each of the 4 cardinal mountains has one scaleable face. If so, a better graphical representation of this effect would be nice, such as visibly applying a different texture to the bot-scaleable faces.