New map - Alpine way
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Re: New map - Alpine way
Starting positions need at least one more metal spot IMHO, also, extractor radius is a little bit too small, you need to place a mex _exactly_ on the spot, and it doesn't guarantee that you won't have to build another. Doubling the radius will make it fine.
Re: New map - Alpine way
i trying to play this map. Loadign in lobby to select it takes ages. Than my maplist selected hangs. ITs just this map.
daan
daan
Re: New map - Alpine way
The version 2 is quite slow to load. Did you pack it with 7zip as a solid archive? If so, make a version 3 with solid archive turned off.
Re: New map - Alpine way
Hi Decimator,
Right you are. The v2 archive was compiled from the command line, and I forgot to pass 7z the "-ms=off" switch to disable solid archives. I'll do a v3 with fog reduced, metal patches expanded, and solid archive disabled.
I think I'm getting there; thanks for your patience everyone.
Cheerio,
Aaron.
Right you are. The v2 archive was compiled from the command line, and I forgot to pass 7z the "-ms=off" switch to disable solid archives. I'll do a v3 with fog reduced, metal patches expanded, and solid archive disabled.
I think I'm getting there; thanks for your patience everyone.
Cheerio,
Aaron.
Re: New map - Alpine way
Hi Everyone,
Version 3 of 'Alpine way' is available here:
http://spring.jobjol.nl/show_file.php?id=1439
This version:
Cheerio,
Aaron.
Version 3 of 'Alpine way' is available here:
http://spring.jobjol.nl/show_file.php?id=1439
This version:
- Disables solid archive
- Increases the mex radius
- Increases fog start distance
Cheerio,
Aaron.
- DavetheBrave
- Posts: 281
- Joined: 22 Jun 2005, 02:52
Re: New map - Alpine way
metal is way too high for a 1v1 map. all of the metal outside of the actual metal spots needs to be deleted. It would also help to halve the metal in the metal spots and make a few more.
It's gonna be a pain to try to build energy here because of the terrain. Could the start areas be flattened a bit?
beautiful though :)
It's gonna be a pain to try to build energy here because of the terrain. Could the start areas be flattened a bit?
beautiful though :)
Re: New map - Alpine way
could you make a duo version? (for team battles)
Re: New map - Alpine way
I agree with this. I had to make a profile for the map so that the S44 flag spawner didn't crash Spring.DavetheBrave wrote:metal is way too high for a 1v1 map. all of the metal outside of the actual metal spots needs to be deleted.
Re: New map - Alpine way
how did you do the roads?
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: New map - Alpine way
Fix your flag spawner imoFLOZi wrote:I agree with this. I had to make a profile for the map so that the S44 flag spawner didn't crash Spring.DavetheBrave wrote:metal is way too high for a 1v1 map. all of the metal outside of the actual metal spots needs to be deleted.
Re: New map - Alpine way
It doesn't even crash on SpeedMetal, so that shows you have messed up the metal is on alpine way.
Re: New map - Alpine way
Hi Guys,
Thanks again for the feedback. I've lowered the metal settings, reduced the patch diameter, and flattened some areas near the start points to allow easier base building. I'll upload it once I've finished some more play-testing.
Thanks again for the help everyone!
Cheerio,
Aaron.
Thanks again for the feedback. I've lowered the metal settings, reduced the patch diameter, and flattened some areas near the start points to allow easier base building. I'll upload it once I've finished some more play-testing.
I used the 'bulldozer' brush in L3DT's 3D editor to make the road path on the heightfield, and then the attributes map brush to paint the asphalt covering. There's a start-to-finish tutorial in the subject here.Smoth wrote: how did you do the roads?
Thanks again for the help everyone!
Cheerio,
Aaron.
Re: New map - Alpine way
That is an excellent tutorial, thanks Aaron. Looks like i'll have to update my copy of L3DT. This feature alone looks worth the download!Atorpy wrote:Hi Guys,
Thanks again for the feedback. I've lowered the metal settings, reduced the patch diameter, and flattened some areas near the start points to allow easier base building. I'll upload it once I've finished some more play-testing.
I used the 'bulldozer' brush in L3DT's 3D editor to make the road path on the heightfield, and then the attributes map brush to paint the asphalt covering. There's a start-to-finish tutorial in the subject here.Smoth wrote: how did you do the roads?
Thanks again for the help everyone!
Cheerio,
Aaron.
Re: New map - Alpine way
The road use "default" terrain type and have the same 1,1,1,1 speed modifier as everything else. And when I make pitbulls or jeffy race, I notice no speed increase on roads. Still, somehow units prefer to travel on road (maybe just because they are more flat?) Also, they don't look like tar road enough, though I'm not sure if it's the texture or the detailtex that needs to be changed.
The "green" of the metal patch is a little bit bigger than the "red circle" of the extraction radius, which I find annoying.
The "green" of the metal patch is a little bit bigger than the "red circle" of the extraction radius, which I find annoying.