New map - Nuclear Winter v1 - Page 2

New map - Nuclear Winter v1

All map release threads should be posted here

Moderator: Moderators

User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New map - Nuclear Winter v1

Post by 1v0ry_k1ng »

its displaced conquest of paradise?
User avatar
kburts
Posts: 134
Joined: 22 Mar 2009, 00:36

Re: New map - Nuclear Winter v1

Post by kburts »

1v0ry_k1ng wrote:its displaced conquest of paradise?
shiz i didnt think that was possible

o well GRATZ! very nice playability, just one thing, i played this map for probably about 2 hours in a row (3 games i think) and my eyes started hurting from the brightness... i think. but i comfirmed it with my brother that it was a bit bright.

is there going to be a v2, because if there is, i would like to see maybe some muddy'sh snow near cliffs and the such
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: New map - Nuclear Winter v1

Post by Satirik »

why don't you post news about your new maps on springinfo you just have to register to be able to post news ...
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New map - Nuclear Winter v1

Post by KaiserJ »

this map has been great so far, i've specced and played many games. one of your best team-play maps yet, and it's certainly starting to get the gametime it deserves.

i had a concept that although not TOO similar still featured the same sort of "vechs can sweep in a wide open path around the edge of a kbot specific mountain area" and it's inspired me to pick that project up again and possibly finish it off, after seeing how nicely this plays.

the fact that the "dsd basin" area is banana shaped is great, it gives more opportunity for flanking via the kbot hills, and breaks apart the consistent "dsd basin frontline" tactic that we've all probably seen too many times... this for me is what makes the map super playable and fun and a hell of a lot more different from delta siege than first glance might indicate.

things i'd like to suggest to you for future map projects...

. some small cliff ramps that raiding groups of kbots can use to attack the rear porcers
. the north of the map, i'd like to see some LOS cover of some type, maybe some pillars or a gulley that would break up the opposing ramp-porc and facilitate raids
- moar bigspots
- weather the cliffs! i've seen you do it before, i think you were excited to make the map and forgot <3
- i'd love to see you tackle a "man-made" structure i.e. LLTA complex or folsomdam, even a paved road would be cool to see! i have a feeling it would turn out amazing.

cheers and thanks for this awesome map!
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: New map - Nuclear Winter v1

Post by MidKnight »

Beherith, I am sorry to say, my love for your maps has turned to hate, pure, distilled hate, and that the cause of this hate is this map. It is because of this map that I am suckered into playing a game of s44 with journier, every single night. Every single night, each night being a trial of misery, for having lost an hour of Battleforge, or C&C3, or modeling, or even Battlefield 2. or Excel Saga. And thus, I must declare...

*Sees Mercury*
:shock: --> :mrgreen:
I WUV YUUUUU!!! :P
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map - Nuclear Winter v1

Post by hunterw »

question is the middle mountain referred to as the butt
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New map - Nuclear Winter v1

Post by KaiserJ »

if you really stare hard at the map, it looks like two deformed man-fat breasts, the triangular kind, hanging just inside a pair of flabby arms. the part that you call "the butt" is actually a blend of two images, a rotting cabbage and a monkey c-section.

to hunter it appears strange because there are no cocks; how can it be balanced?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: New map - Nuclear Winter v1

Post by AF »

I no longer require pornography, the similarities in this map suffice
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map - Nuclear Winter v1

Post by hunterw »

AF wrote:I no longer require pornography, the similarities in this map suffice

Image

Image

gross dude.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: New map - Nuclear Winter v1

Post by AF »

Tabula is erotica
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New map - Nuclear Winter v1

Post by Beherith »

66 cute little fluffy puppies were killed in the making of this map, just to get the heightmap right.
As well as countless baby seals , which were streched over the puppy field and photographed to make the texture.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: New map - Nuclear Winter v1

Post by CarRepairer »

KaiserJ wrote:if you really stare hard at the map, it looks like two deformed man-fat breasts, the triangular kind, hanging just inside a pair of flabby arms. the part that you call "the butt" is actually a blend of two images, a rotting cabbage and a monkey c-section.

to hunter it appears strange because there are no cocks; how can it be balanced?
This is the best post ever. I lolled 'till I stopped.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New map - Nuclear Winter v1

Post by 1v0ry_k1ng »

I didnt appreciate how much this map rocked before. Now I do.
the bit at the top is awesome.
the bit at the bottom is awesome.
the bit in the middle is just a plain, granted, but its between the two and therefore awesome.

the result is: pretty awesome.
rocks for spring 1944
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: New map - Nuclear Winter v1

Post by yuritch »

There is one thing that could be changed for it to be even better for S44. Currently the metal spots in groups of 3 (start positions) aren't placed in the same way on all the starts. So on some starts there is a place where 1 unit can capture all the 3 flags at once (because all the 3 capture radiuses intersect in the center), while on the others only 2 of the 3 can be captured with 1 unit without moving it. This makes a little bit of difference as to how fast players cap their starting flags, and also to how effective 'comissar raiding' is. If that was changed, the map will get a little better imo.
For reference, on Conquest of Paradise all the groups of 3 flags have that spot in the center where all 3 capture radiuses intersect.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New map - Nuclear Winter v1

Post by Beherith »

http://spring.jobjol.nl/show_file.php?id=2198

Updated for s44, also added snow. Please report any bugs you find.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: New map - Nuclear Winter v1

Post by pintle »

Nice one for the quick update release for s44, just posting to let you know your work is appreciated! :D
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New map - Nuclear Winter v1

Post by Forboding Angel »

Played on this map for the first time today in the pre alpha of evo. IT'S FUCKING AWESOME! NICE WORK!!!!
Post Reply

Return to “Map Releases”