View topic - New 28 player map - Koom Valley v2



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PostPosted: 03 May 2011, 22:26 
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Joined: 14 Jan 2009, 14:20
Looks awsome. Finally a map with same metal density than ccr for true 4v4 & 5v5.

Need to play before asking for increasing metal per spot.


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PostPosted: 03 May 2011, 22:35 
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Joined: 23 Oct 2004, 00:43
albator wrote:
Looks awsome. Finally a map with same metal density than ccr for true 4v4 & 5v5.

Need to play before asking for increasing metal per spot.


Speaking of CCR, I am not touching this map without an auto-mex-building-widget.


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PostPosted: 03 May 2011, 23:34 
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Pxtl wrote:
albator wrote:
Looks awsome. Finally a map with same metal density than ccr for true 4v4 & 5v5.

Need to play before asking for increasing metal per spot.


Speaking of CCR, I am not touching this map without an auto-mex-building-widget.


It's not a 1v1 map...


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PostPosted: 03 May 2011, 23:50 
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Pxtl: use keybinds, then press x to mex.
I dont know how this plays yet, its still open to changes. I just wanted to enter a niche that is as of yet unexplored.


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PostPosted: 04 May 2011, 00:32 
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Jazcash wrote:
Pxtl wrote:
albator wrote:
Looks awsome. Finally a map with same metal density than ccr for true 4v4 & 5v5.

Need to play before asking for increasing metal per spot.


Speaking of CCR, I am not touching this map without an auto-mex-building-widget.


It's not a 1v1 map...


It fits really well to 2v2, I just had two. 1v1 should do it to

http://replays.adune.nl/?3123

http://replays.adune.nl/?3122


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PostPosted: 04 May 2011, 02:09 

Joined: 29 May 2010, 22:40
just played this @[TERA]DSDhost2 - where normally are lots of players, but at this time... 5v5 :)

Map looks nice, colors resemble Tabula, nice cliffs/slopes :)

CPUs were hot fast, as there were so much resources -> unit spam.

The middle area is great for veh battles, but as we were so few, and one side lost fast, it was not the big battle with lots of small battles. But it had a nice thing: because if the N-S stretch, if you break through a line, you can actually do a lot of damage to the mex behind it. But ofc at the end its uphill fighting, so spam-until-eco-is-enough-for-T3 and air-spam - boring.

With more players I guess it can be more interesting on the ground.

Also playing N-S would be much more interesting, as the hill-porciness would be less and the middle-ground battle would stretch far.

We had no Bertas in the game, because it was fast. In games with more players (more time to tech) I think they will dominate the center, making it unpassable -> Krog- and Air-spam.

Lots of hills like Brazilian Battlefield or DesertSiege, but bigger, like Mescaline @center would protect from that and maybe make for a more strategic (sneaky;) advancement through "canyons"... oh this is a different map... just an idea :)

Anyway: the center is practically unporcable, which is nice!


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PostPosted: 04 May 2011, 09:03 
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dansan wrote:
In games with more players (more time to tech) I think they will dominate the center, making it unpassable -> Krog- and Air-spam.

dansan wrote:
Anyway: the center is practically unporcable, which is nice!

Wait, what?


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PostPosted: 04 May 2011, 10:08 

Joined: 29 May 2010, 22:40
hunterw wrote:
dansan wrote:
In games with more players (more time to tech) I think they will dominate the center, making it unpassable -> Krog- and Air-spam.

dansan wrote:
Anyway: the center is practically unporcable, which is nice!

Wait, what?

xD

I was thinking about T1 when I wrote the last sentence. Playing without LRPC and air... hmm....


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PostPosted: 04 May 2011, 21:41 
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Beherith wrote:
Post your desired metal map, and smd params, forb, and Ill make it for ya. I can boost the feature density as well, since its scripted. Suggestion on a name string is good too.


Fknswt! Ok as far as the metal map goes, I would prefer that you use your own judgement on it. Figure on about 10 - 14 metal spots per player, 3 mex spots on the starting position. Metal amounts and spot sizes don't matter because evo doesn't use actual metal extractors anyway, the spots are just needed so that the resource locations can be marked by the easymetal gadget.

Feature density... well, I always like a good bit of feature density, but whatever you think is best is fine with me tbh.

Thank you!


Image
Attachment:
File comment: Starting positions
Untitled-2.jpg [279.88 KiB]
Downloaded 2 times


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PostPosted: 04 May 2011, 21:43 
Evolution RTS Developer
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Location: Raegquitting Spring on 04/24/12
Beherith wrote:
Pxtl: use keybinds, then press x to mex.
I dont know how this plays yet, its still open to changes. I just wanted to enter a niche that is as of yet unexplored.


or play evo, press "O" and draw a circle :-)


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PostPosted: 05 May 2011, 08:27 
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Forb, please paint on this:

Image


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PostPosted: 05 May 2011, 21:27 
Evolution RTS Developer
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Location: Raegquitting Spring on 04/24/12
Here ya go. Should be ready just to plug in.

I'd like to request 2 geos on the map. One on each ridge... center-top and center-bottom (the positioning is pretty obvious really). Not a deal breaker, but it would be neat :-)

The tough part about this is having enough mex spots in the middle to matter, yet placed in an area that will be quite difficult to hold.

Oh btw, about prefixing, I always use <whatevergameit'sdesignedfor>-<Mapname>-<version>

Works for me if you want to use that scheme (EvoRTS-Koom_Valley - v#), but whatever you want to use is fine. This metal layout should work just fine for BA 3v3's as well (assuming my spot size calculation is right, if you have metal amount in the smd set to 1, each spot should give out 2.0 metal). As mentioned, in evo, the mex spots are only really use as markers, but I've always done metal layouts as would be correct for *A and EE (which is why evo's resource system works the way it does honestly) and old habits die hard.


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PostPosted: 06 May 2011, 19:12 
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Joined: 14 Jan 2009, 14:20
I play a few game from differnt size on it and except with 2v2, you always go t2 cause (even when player are t1 spammer). This is due to huge size of the map but also to the very start that is quite slow. I would increase metal income so the game start faster -> 2.2


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PostPosted: 06 May 2011, 22:25 
Evolution RTS Developer
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Location: Raegquitting Spring on 04/24/12
oh motherfuck
it didn't attach!

I'm sorry!

Attachment:
kvmetalmap.png [2.16 KiB]
Downloaded 2 times


Edit: oh that's cute, now the forum attach thingy is sucking ass. Ok hang on a sec, i'll stick it on the evo site.

Image


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PostPosted: 12 May 2011, 19:50 
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Please use your influence to get this map on the popular hosts. I want to play it. :-)


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PostPosted: 12 May 2011, 20:43 
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Location: Finland, 1944
I approved it for use in PlanetWars, if that helps.


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PostPosted: 13 May 2011, 01:15 

Joined: 17 Mar 2009, 00:20
Nice Job beherith, can you make a smaller one with same style?

This map it is just awesome, keep with the cool job


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PostPosted: 13 May 2011, 03:31 
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
yeah a 12 * 14 version with metal for 4v4 would be sweet


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PostPosted: 13 May 2011, 03:41 
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Joined: 17 Sep 2010, 14:49
12x14 for 4v4 is damn small, if you use this design. This can already be played 4v4 nicely.


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PostPosted: 13 May 2011, 13:18 
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Johannes wrote:
12x14 for 4v4 is damn small, if you use this design. This can already be played 4v4 nicely.


well, comet is only 12x16


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