New Map : Inverse Conditions

New Map : Inverse Conditions

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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

New Map : Inverse Conditions

Post by BaNa »

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.

Image

pro passability for kbots (needs mapoption box ticked!):

Image

Image

noob passability for kbots (default):

Image

Image

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.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New Map : Inverse Conditions

Post by SirArtturi »

I love how the mountains look
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: New Map : Inverse Conditions

Post by aegis »

that's pretty.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: New Map : Inverse Conditions

Post by smoth »

very cool idea and pretty!

*why not add inverse as an option as well?
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New Map : Inverse Conditions

Post by SirArtturi »

smoth wrote:very cool idea and pretty!

*why not add inverse as an option as well?
Would not work with the texture and all the preshading.
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smoth
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Re: New Map : Inverse Conditions

Post by smoth »

you have to change the sun angle for that, try it, works better than you think..
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Gota
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Re: New Map : Inverse Conditions

Post by Gota »

A very pretty and clear looking map.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New Map : Inverse Conditions

Post by SirArtturi »

smoth wrote:you have to change the sun angle for that, try it, works better than you think..
Shadows are preshaded on the texture
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smoth
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Re: New Map : Inverse Conditions

Post by smoth »

Image
so do the gundam maps.

Either way, was just a suggestion.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: New Map : Inverse Conditions

Post by Pxtl »

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.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map : Inverse Conditions

Post by BaNa »

That pro bot path doesn't look balanced - looks like some of the inter-base barriers are blocked and some aren't.
The degree of passability may be different but you can send a kbot down any of those interbase ledges.

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.
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Re: New Map : Inverse Conditions

Post by Cheesecan »

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) :mrgreen:.
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smoth
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Re: New Map : Inverse Conditions

Post by smoth »

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.
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
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map : Inverse Conditions

Post by BaNa »

Does anybody have the original version of this map? I lost the archive in reinstalls and it has disappeared from springfiles.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: New Map : Inverse Conditions

Post by Pxtl »

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?
Google_Frog
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Re: New Map : Inverse Conditions

Post by Google_Frog »

Register it on rapid iirc.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: New Map : Inverse Conditions

Post by Pxtl »

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.
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