New Map: Africa Coast

New Map: Africa Coast

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CnlPepper
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Joined: 15 May 2005, 18:19

New Map: Africa Coast

Post by CnlPepper » 18 May 2005, 23:11

Hi all, I've been working on this map on and off for a short while. I think its reached a good enough state to release. Here are some screenshots (I appologise for my crap gfx card, if someone could test this map and provide me with a good set of dx9 level screenshots it would be appreciated!)

Image Image Image Image Image

The texture is part hand painted, part sourced from a 1km per pixel resolution texturemap of the earth I have sitting around (specifically from africa hence the name of the map)

The centre islands have the highest metal concentration but I've placed them in range of intimidators/big berthers (OTA ranges) from both sides of the map so it should make for a good battle. The map is 8192x2048 (16x4 TA screens). I've included positions for 4 players (evens vs odds) but I suspect the map will only really work as a 1 vs 1.

You can download it here:

http://cnlpepper.homedns.org/cnlpepper/ ... aCoast.zip (3.21 MB)

I'd be very happy if someone could mirror it as the webserver is running off my crappy ADSL connection...!

I'll be very interested in your comments. Enjoy.

CnlPepper - Releasing his first TA Spring map...
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Storm
Posts: 443
Joined: 12 Sep 2004, 22:23

Post by Storm » 19 May 2005, 09:40

[ Hosted ] on FileUniverse. Now go upload minimap and pictures.
Last edited by Storm on 19 May 2005, 09:55, edited 1 time in total.
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Gnomre
Imperial Winter Developer
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Post by Gnomre » 19 May 2005, 09:48

One step ahead of you, Storm. You're still a bastard ;)
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Storm
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Post by Storm » 19 May 2005, 09:55

You stole my upload!

The link is still valid tho...
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CnlPepper
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Post by CnlPepper » 19 May 2005, 22:48

Thanks for mirroring it and taking the screen shots guys :)

Just wondering if anyone has tried a game on it yet? Let me know if anything needs tweaking and I'll sort it out.

CnlPepper - Happy...!
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mongus
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Post by mongus » 21 May 2005, 01:32

has crashed the 3 times iv tried to play it.
at about 10 mins of play.
the wind generators dont turn sometimes...
the map looks nice.
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CnlPepper
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Post by CnlPepper » 21 May 2005, 17:43

I think its a bug in the 0.41b release of spring related to non square maps. When I make the map square it doesn't crash. I've not found a solution.

Hopefully it should work properly with the next spring release. Anyone else had this problem?

CnlPepper - Seeking help....
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mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 » 22 May 2005, 01:31

Glad to see someone else has the problem of rectangular maps crashing spring, I ported Coast to Coast but spring won`t load it without crashing,, I re scaled it to a square map and it worked but looks bloody horrible. :|
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg » 22 May 2005, 19:21

Are the dimension of the texture map multiples of 1024? Because they must.....
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CnlPepper
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Post by CnlPepper » 23 May 2005, 00:43

The texture map is 8192x2048 (8*1024 by 2 *1024) the metal map is the same. The height map is 1025 x 257 (8*128+1 by 2*128+1). Exactly the dimensions as required by mapconv.

Still crashes, no explanation thus far.

CnlPepper - bothered....!
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CnlPepper
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Post by CnlPepper » 24 May 2005, 23:47

Anyone else having problems with non-square maps crashing other than me and mufdvr222?

CnlPepper - Should probably start a new topic...
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LordMatt
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Post by LordMatt » 29 May 2005, 05:41

Nice map. It would look even better if it had some trees.

LordMatt.
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munch
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Post by munch » 02 Jun 2005, 23:14

CnlPepper wrote:Anyone else having problems with non-square maps crashing other than me and mufdvr222?

CnlPepper - Should probably start a new topic...
Hi There, I've played successfully on Asia Pacific (not quite square) - albiet a short game. Also on the Mars map (not square at all), again, a short game. However, Africa Coast crashes on me almost straight away - I don't even get to build my first building usually before it goes belly up. In fact most times I don't even get to see my commander before it crashes!

This is running 0.50 b2, using the random enemies script - not playing over the network.

Sorry to be the bearer of bad news. On the plus side you've just produced an excellent piece of test data - it breaks the code, which is just what you want when you're trying to debug - some test data that shows up the problem =)

I'll maybe post this on the bugs forum.

Munch
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LordMatt
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Post by LordMatt » 04 Jun 2005, 02:47

I just tried this, and it doesn't crash for me.

LordMatt.
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CnlPepper
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Post by CnlPepper » 06 Jun 2005, 18:10

Due to getting a load of requests from people I've decided to release the source files for my map (mainly to help those new to spring mapping). You can download them here:

http://cnlpepper.homedns.org/cnlpepper/ ... efiles.zip

The download is ~29Mb. Use a download manager which can resume to download as my ADSL connection on which this is hosted frequently disconnects.

CnlPepper - Busy on next map....
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CnlPepper
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Post by CnlPepper » 06 Jun 2005, 18:15

Regarding the crashing of this map, I've found it now only seems to crash when I use an AI script. I wonder if its the AI unit spawning having trouble with the water....?

LordMatt out of interest how well did the map play online (I saw your comment in the bugs thread)? Any suggestions for modifications other than adding trees?

CnlPepper - Better get on with work!
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LordMatt
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Post by LordMatt » 07 Jun 2005, 04:49

CnlPepper:

I can't even get it to crash with the random AIs script (I only have the standard SY version, not one of the ones made by someone else). I do have a very fast computer, if that makes any difference.

Given that my favorite map in OTA was Beta Tropics (Coasts), I like coast to coast maps. When I play your map (XTA), I go veh for cons and anti air, and then reclaim the lab and get into the sea by the 5min mark. Then I take the middle isles with skeets and my com, and build mex and hovers there. Once I have the middle isles securely, the end is a forgone conclusion. I haven't lost on your map yet.

Because there is only one set of middle isles, it becomes a race to claim them, who ever has them will win if they're any good at all. Something to think about would be making two sets of isles, but that's hardly necessary. Trees would make the map look a little more natural, though please don't put them on the metal or too many on the higher terrain (I like to build a bunch of winds up there in the flat space :D). If you put trees on the low lands and on the sloaps that would look great. Also, it would be nice if each side got a Geo vent, and if the metal rich areas were all slightly darker/greyer like they are in some parts

LordMatt.
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Gnomre
Imperial Winter Developer
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Post by Gnomre » 07 Jun 2005, 06:00

...Beta Tropics was a third party map, not OTA. The OTA one was "Coast to Coast".
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LordMatt
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Post by LordMatt » 07 Jun 2005, 07:27

Gnome wrote:...Beta Tropics was a third party map, not OTA. The OTA one was "Coast to Coast".
But I played it with "OTA" rather than spring. I liked Coast to Coast too. :-)

LordMatt.
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Gnomre
Imperial Winter Developer
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Post by Gnomre » 07 Jun 2005, 07:37

Ahh, that definition of OTA... ;)
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