.:New Map (by Smoth):. Gunmetal Harbor

.:New Map (by Smoth):. Gunmetal Harbor

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

.:New Map (by Smoth):. Gunmetal Harbor

Post by Forboding Angel »

Feast your eyes kids! This post is copied from: http://www.springinfo.info/?p=1487
smoth wrote:In the past I have released maps for Gundam RTS only and I donÔÇÖt bother adding a metal map. This has been added to this map. So you will be able to play whatever project you want on this map. Everyone in the Spring Community has been pining for some quality urban type maps. So here you are. This map has been in the works for several years, and now that spring is finally ready for it. Here you guys go!

(Right-click > View Image for larger size)
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MAEK DOWNLOAD NAO!
http://gundam.smoth.net/files/Gunmetal_Harbor_1.sd7
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thesleepless
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Joined: 24 Oct 2007, 04:49

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by thesleepless »

awesome! can't wait to check it out
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by manolo_ »

looks really cool, how big is a peewee compared to such a building?
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Jazcash »

Finally, people are starting to use features for more than a couple of extras to add to a map. Now all we need is the ability for units to pass underneath features which have gaps in like the water tower.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Forboding Angel »

JAZCASH wrote:Finally, people are starting to use features for more than a couple of extras to add to a map. Now all we need is the ability for units to pass underneath features which have gaps in like the water tower.
They already can. :-)
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Jazcash
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Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Jazcash »

Forboding Angel wrote:
JAZCASH wrote:Finally, people are starting to use features for more than a couple of extras to add to a map. Now all we need is the ability for units to pass underneath features which have gaps in like the water tower.
They already can. :-)
/me dribbles

Sorry, I only assumed they couldn't after spending half an hour FPS'ing a Peewee on your Small Divide Remake. That was so much fun :mrgreen:
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Gota
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Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Gota »

Woo urban map.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Forboding Angel »

JAZCASH wrote:
Forboding Angel wrote:
JAZCASH wrote:Finally, people are starting to use features for more than a couple of extras to add to a map. Now all we need is the ability for units to pass underneath features which have gaps in like the water tower.
They already can. :-)
/me dribbles

Sorry, I only assumed they couldn't after spending half an hour FPS'ing a Peewee on your Small Divide Remake. That was so much fun :mrgreen:
Hehe, well tbh it all depends on how the feature itself is set up.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by SirArtturi »

Map looks great and I like it!

Except few things I told you to fix:
-Map is still very dim. the texture especially. Its almost all big dark mess
-Metal income for *A mods are way too high. Iirc I told you to make it 8/sec per mex now its seems to be 17...
-As also, you took the mexes out from sea spots... but i guess thats not a big problem, just my personal anger...

Well... I see that you are not in the forums, but i assume you read this message...
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by KaiserJ »

epic.

i don't think i agree with you artturi; i didn't get the feeling of dark/ mess from it; my eyes percieved the lighting as an early morning sort of setting.

i splooged. 10/10 for awesome
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hunterw
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Joined: 14 May 2006, 12:22

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by hunterw »

Lots of work and it was worth it, looks great. Glad the waterabsorb is properly set 8)
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by SirArtturi »

KaiserJ wrote:epic.

i don't think i agree with you artturi; i didn't get the feeling of dark/ mess from it; my eyes percieved the lighting as an early morning sort of setting.

i splooged. 10/10 for awesome
Right. I was wrong. Must have been sun reflected on my screen and made it look dark.

Anyway, one more thing concerning gameplay. All your features are reclaimable and loaded with m and e. That makes the map really resource heavy and thus metal spots almost useless and expansion pointless...
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KaiserJ
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Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by KaiserJ »

heh my theory on it is that part of the darkness issue comes from the map being so huge; when you zoom out it appears perhaps darker because there is a smaller percentage of light pixels, and as they disappear you largely see only the dark... was not a problem however on a playing level of zoom, at least for me

also i figure my eyes are more used to picking out units and details on sandy or grassy or snowy maps

hehe as far as the water absorb is concerned... i WISH the harbour near my house had such crystal clear sparkling water :D we need a /water 5 that has floating dead fish and garbage...
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AF
AI Developer
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Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by AF »

ZOMG WIN
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by JohannesH »

Looks really nice, and I was really surprised with the sounds!

But for metal/energy based economy I think this doesnt work too well when the features have all that metal in them.
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Beherith
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Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Beherith »

Pure genius!
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SinbadEV
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Joined: 02 May 2005, 03:56

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by SinbadEV »

Beherith wrote:Pure genius!
1. Make awesome map that works for all games
2. Make map balance fail for every game except your own
3. Everyone tries your game because they love your map so much
4. ???
5. Profit

Also, awesomest map evar!

If I were still playing, I would totally play on this map.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by MidKnight »

Nice job, smoth! This really is great stuff! :-)
SinbadEV wrote:
Beherith wrote:Pure genius!
1. Make awesome map that works for all games
2. Make map balance fail for every game except your own
3. Everyone tries your game because they love your map so much
4. ???
5. Profit

If I were still playing, I would totally play on this map.
What are you talking about? Have you even tried the map?
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by SinbadEV »

MidKnight wrote:
SinbadEV wrote:If I were still playing, I would totally play on this map.
What are you talking about? Have you even tried the map?
No... I don't even have the latest version of Spring installed on my computer... but that doesn't make the map any less awesome.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: .:New Map (by Smoth):. Gunmetal Harbor

Post by Pxtl »

JohannesH wrote:Looks really nice, and I was really surprised with the sounds!

But for metal/energy based economy I think this doesnt work too well when the features have all that metal in them.
Last time I played gundam, feature reclamation seemed to be an important part of the econ. I imagine this means that such map features are intentional.
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