View topic - New Map : Inverse Conditions



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PostPosted: 01 Jan 2011, 23:06 

Joined: 09 Sep 2007, 20:05
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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PostPosted: 01 Jan 2011, 23:14 
Map Creator
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Joined: 23 Jan 2008, 18:29
I love how the mountains look


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PostPosted: 01 Jan 2011, 23:23 
Redacted
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Joined: 11 Jul 2007, 16:47
that's pretty.


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PostPosted: 01 Jan 2011, 23:24 
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very cool idea and pretty!

*why not add inverse as an option as well?


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PostPosted: 01 Jan 2011, 23:47 
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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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PostPosted: 01 Jan 2011, 23:59 
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you have to change the sun angle for that, try it, works better than you think..


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PostPosted: 02 Jan 2011, 00:00 
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A very pretty and clear looking map.


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PostPosted: 02 Jan 2011, 00:08 
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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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PostPosted: 02 Jan 2011, 00:47 
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Image
so do the gundam maps.

Either way, was just a suggestion.


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PostPosted: 02 Jan 2011, 04:43 
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Joined: 23 Oct 2004, 00:43
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.


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PostPosted: 02 Jan 2011, 10:34 

Joined: 09 Sep 2007, 20:05
Quote:
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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PostPosted: 04 Jan 2011, 00:13 
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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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PostPosted: 04 Jan 2011, 00:20 
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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?)


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PostPosted: 23 Jan 2012, 15:23 

Joined: 09 Sep 2007, 20:05
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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PostPosted: 23 Jan 2012, 16:12 
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http://beherith.eat-peet.net/stuff/Inverse_conditions.sd7


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PostPosted: 23 Jan 2012, 16:58 

Joined: 09 Sep 2007, 20:05
Reuploaded http://springfiles.com/spring/spring-ma ... conditions


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PostPosted: 24 Jan 2012, 03:05 
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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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PostPosted: 24 Jan 2012, 09:47 
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Register it on rapid iirc.


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PostPosted: 25 Jan 2012, 05:52 
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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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