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 Post subject: New map - Alpine way
PostPosted: 16 Aug 2008, 05:52 
Map Creator

Joined: 11 May 2006, 07:57
Hi All,

'Alpine way' is a 16x16 map for 1v1 play. The main feature is a road connecting the two teams, on which vehicles can travel 30% faster.

This is the first Spring map I've released, so I'm not quite sure I've got the game-play elements right (steepness, metal placement, etc.) Please let me know what you think.

Download link: http://spring.jobjol.nl/show_file.php?id=1381 [28Mb]

Tools used:

L3DT Pro (v2.5.4.16) and 7-zip.

Screenshots:

Image

Image

Image


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 06:20 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
Pretty badass (kinda figures, since you made L3DT). Dunno about the layout, game-wise (the asymmetrical lake layouts, especially), but that's an automated road there, isn't it? Neat. This kind of thing is why everybody should pony up some dough, give ya a little love for making such a nice tool.

Only crits I can give is that it needs some hand-paint for final polish- stuff like drainage stains around the base of the cliffs, a little more variation on textures for the grasses, stuff like that.

Feels pretty good though, and it'd be cool as heck, with some World Builder objects to make it lively. Meh, makes me want to build more buildings and stuff for that, just so that I could do it, but I have a punch-list to finish first.

I don't suppose you'd make me an awesome heightmap / paint-up for a volcanic wasteland with a giant central volcano, with some crude roadways through seas of hardened basalt and lava lakes to join nice flat plateaus on the corners, for the final World Builder demo map? I'd be more than happy to detail it.

Sorry to be presumptuous, but I've been so overwhelmed with getting P.U.R.E. finally done that I haven't been able to dig up the time this week, probably won't next week either, and I think it'd be an interesting challenge for L3DT to try and depict that kind of terrain. Was going to do it mainly by hand, but thought I'd ask- I really think your cliff algo might be able to pull it off, although I'm still wanting to put RogerN's new tool through its paces, mind ye.


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 09:05 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
typemaps with high increases for only vehicles means that KBOTS move slower on this map.

Typemaps unless used properly are :(


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 11:16 
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Joined: 10 Apr 2006, 04:05
Location: Finland, 1944
I like it, Aaron!


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 11:34 
Modeler
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Joined: 13 May 2008, 15:51
Location: Universe
could you make a duo version? (mirror everything on the left end?) would be great for nota team battles.


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 15:49 
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Joined: 24 Jul 2006, 22:29
Location: Lewisville, TX
I just played around with it for a few minutes. My thoughts:

* The visuals are great, and the scale is just about right.

* Excellent arrangement of trees IMO

* Not enough metal, not even for 1v1. In fact, I'd argue that the map is almost unplayable with the amount of metal is currently has. At the minimum I would double or triple the metal content - other mappers may disagree. Since there are a small number of metal spots, I would add more spots rather than just making the current spots more valuable.

* I think it needs more flat areas (this is somewhat subjective, though). Most of the map is too steep for vehicles, and it's very difficult to tell which areas are reachable and which aren't. Even when pressing F2 to view slope tolerances, it's still hard to judge accessibility in areas.

K-bots can go almost anywhere, so the terrain makes for an excellent k-bot battleground.

EDIT: Take my advice with a grain of salt. Only one of my maps has ever gotten significant play time :)


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 16:48 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
I would disagree about making more metal spots.
You can make them giv emore metal but you dont have to add more metal spots.
We have tons of maps with a lot of metal spots.


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 17:18 
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Joined: 23 Apr 2006, 01:15
Can someone post a screenie of the metal map?


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 17:48 
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Joined: 22 Aug 2006, 15:19
Is that a solid archive? Loads rather slow, on a E8400...

btw, metal is plenty, mex radius is huge and a there's a lot of trace metal in the metalmap, so mexes give about +2, no matter where you put them.


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 19:51 
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Joined: 24 Jul 2006, 22:29
Location: Lewisville, TX
imbaczek wrote:
there's a lot of trace metal in the metalmap, so mexes give about +2, no matter where you put them.


Whoops... I didn't notice that. Yes, all mexes give +1.9 whether they're on a metal spot or not. I'm sure that wasn't intended, and it certainly wasn't apparent looking at the metal map.

Metal map screen shot:

Image

As you can see, there are only 15 metal spots on the map. With +1.9 per spot (assuming that was the intent, rather than +1.9 everywhere on the map) that's less than +30 metal to be divided among all players. I didn't think that was enough.


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 Post subject: Re: New map - Alpine way
PostPosted: 16 Aug 2008, 23:22 
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Joined: 23 Apr 2006, 01:15
Would probably be ok for 1v1....


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 12:53 
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Joined: 12 Feb 2008, 12:39
Yeah, not all maps have to have same metal. It's part of what gives the game variety, low and high metal games play quite differently.


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 13:01 

Joined: 09 Sep 2007, 20:05
RogerN wrote:
As you can see, there are only 15 metal spots on the map. With +1.9 per spot (assuming that was the intent, rather than +1.9 everywhere on the map) that's less than +30 metal to be divided among all players. I didn't think that was enough.



>_>

that should be more than enough for the stated purpose of 1v1. Ever play on barren?


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 13:31 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Can you say converter eco?


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 13:53 
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Joined: 24 Jul 2006, 22:29
Location: Lewisville, TX
BaNa wrote:
Ever play on barren?


That's not a great comparison for three reasons:
- Even Barren has more metal than this map
- This map is 400 percent larger than Barren
- Barren has more metal spots (24 vs. 15)

I suppose that there are a few people who wouldn't mind playing 1v1 under such conditions.


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 16:32 
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Joined: 23 Nov 2005, 06:16
Location: Dunedin, New Zealand
Fog is annoying.


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 19:41 
Map Creator
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Joined: 14 May 2006, 11:22
Location: san antonio, tx
looks beautiful :shock: but gameplay not so much


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 22:19 
Map Creator

Joined: 11 May 2006, 07:57
Hi Guys,

Thanks a lot for the great feedback! I'll tweak the metal values and add a few more patches, and post back here when it's uploaded (as v2).

Cheerio,
Aaron.


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 Post subject: Re: New map - Alpine way
PostPosted: 17 Aug 2008, 22:28 
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Joined: 21 Feb 2006, 14:09
Location: qq harder
in the smd for fog the higher the better 0.07 is no fog or sumthing


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 Post subject: Re: New map - Alpine way
PostPosted: 29 Aug 2008, 07:48 
Map Creator

Joined: 11 May 2006, 07:57
Hi Guys,

I apologise for the delay. I've uploaded v2 of 'Alpine way' to:

http://spring.jobjol.nl/show_file.php?id=1420

This version includes substantially more metal and some new roads.

Cheerio,
Aaron.


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