Bridging the Divide

Bridging the Divide

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

Moderator: Moderators

Post Reply
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Bridging the Divide

Post by Forboding Angel »

Image Image Image Image Image Image

Not made with any particular purpose in mind. I was playing around with some stuff in l3dt today and after I'd rendered it I figured I might as well make a finished map out of it.

Download here: http://spring.jobjol.nl/show_file.php?id=2031
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Bridging the Divide

Post by Jazcash »

Oh no, this doesn't look like any of your other maps at all :P
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Bridging the Divide

Post by Forboding Angel »

Hehe, none whatsoever!

Meh, I was jsut playing around, the result was nice enough, so I figured "Why not?"

I am kind of curious as to how it plays, course I'm too preoccupied to find out, but meh, I'll look at it some day :-)
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Bridging the Divide

Post by Jazcash »

If you shrunk it down and made a few small adjustments, I think it would make a nice 1v1 map.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Bridging the Divide

Post by Beherith »

Hehehe, ive been working on a very very similar 1v1 concept for a while now :)
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Bridging the Divide

Post by Quanto042 »

I actually played that a few weeks ago. Was pretty fun. Never discount the value of a good 2v2.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Bridging the Divide

Post by REVENGE »

Can you give a total energy tally on those forests?
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Bridging the Divide

Post by Quanto042 »

REVENGE wrote:Can you give a total energy tally on those forests?
That is a really bizarre request...
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Bridging the Divide

Post by Forboding Angel »

It was a troll (or at least I thing it was a lame attempt). He doesn't like the trees.

Well, basically get over it and tell TFC and CA to give units a 20 crushstrength so that the trees get knocked over. Everyone else does (except for smoth for some really strange reason).

Or even better yet, just put avoidfeature0 in all of the weapons (Which also happens to make a lot of sense).

Edit: I did playtest it btw, it actually plays really really well, I was pretty pleased with it.
User avatar
Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: Bridging the Divide

Post by Tribulexrenamed »

Erm... It appears to me to be very similar, if not identical to that EE map... cant remember the name...


Edit: Wait, nm that map had a bigger bridge in the center, I forgots.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Bridging the Divide

Post by Forboding Angel »

Riverglade (Which I also made btw).

SOme of the bigger differences would be the height ranges here. They are about 3 times larger than riverglade. The crosses are more visual fluff than anything. Evo uses all hovers, so yar.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Bridging the Divide

Post by smoth »

Forboding Angel wrote:Well, basically get over it and tell TFC and CA to give units a 20 crushstrength so that the trees get knocked over. Everyone else does (except for smoth for some really strange reason).
name drop and expect a response.....

because it is fucking stupid. IRL it isn't that simple to run over a tree.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Bridging the Divide

Post by Forboding Angel »

I wasn't expecting a response...

IRL trees aren't that small either.
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Bridging the Divide

Post by Quanto042 »

in-game Robots and Tanks are fucking huge, make them run over trees! sigh...
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Bridging the Divide

Post by Neddie »

It would be interesting to give units variable crush strength, so they have to "work" at crushing a tree. Damage over time or whatever.
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: Bridging the Divide

Post by Quanto042 »

neddiedrow wrote:It would be interesting to give units variable crush strength, so they have to "work" at crushing a tree. Damage over time or whatever.
Now that would be cool.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Bridging the Divide

Post by Forboding Angel »

It sounds cool, but in reality, it would jsut be annoying.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Bridging the Divide

Post by Snipawolf »

Nah, not if the unit and tree had a syncing animation, showing the unit/vehicle plodding forward into the tree and it bending over more and more and then snapping.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Bridging the Divide

Post by Forboding Angel »

Yeah, but what abotu when you have 20 units and 20 trees, and really really need to get those 20 units to back up your base?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Bridging the Divide

Post by Neddie »

How did they get to the trees from your base? Probably by plowing through the trees to begin with, leaving a path.

It all depends on what you're doing. If you want more realistic behaviour, like we would in S44, this would be a good option to have. If that isn't of interest, the current system works fine.
Post Reply

Return to “Map Creation”