Map: Paradise Lost

Map: Paradise Lost

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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Map: Paradise Lost

Post by ralphie »

20x10, 5v5 water map. Because water maps are so well loved :roll:

I've made it so the middle is accessible to the smaller ships only (BA) to give hovers a role, which in turn encourages more diversity than sub spamming (theoretically). In CA I could only get the scout and corvette in, 1 more depth let everything past. Nothing a quick trench wont sort out though.

I've relied on the pretty water shaders and features to camoflague my 5 minute texture :P

Features are by Agorm, smd stolen from hunterw.

http://spring.jobjol.nl/show_file.php?id=1631

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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Map: Paradise Lost

Post by SirArtturi »

Could be pretty good sea team-game map, Gotta try it out !
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Map: Paradise Lost

Post by Hoi »

Want
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Map: Paradise Lost

Post by FLOZi »

Looks like a good map for testing S44 navy stuff. 8)
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Map: Paradise Lost

Post by Gota »

SirArtturi wrote:Could be pretty good sea team-game map, Gota try it out !
I will.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Map: Paradise Lost

Post by Warlord Zsinj »

Could be very interesting with a lot more shallows, sort of like that one supcom map that I forget the name of, so that all/most of the islands are accessible by land units as well as sea
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Map: Paradise Lost

Post by FLOZi »

I get a strange graphics bug with this map I've not seen on any other. Alt-tabbing cures it.

Image
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Re: Map: Paradise Lost

Post by chillaaa »

Luser error Floz.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Map: Paradise Lost

Post by Warlord Zsinj »

I've seen something similar occurring on titanduel actually.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Map: Paradise Lost

Post by FLOZi »

Turns out it's something to do with trees, it happened again and the tree textures were clearly discernable.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Map: Paradise Lost

Post by Warlord Zsinj »

There are no trees on titanduel >_>
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Map: Paradise Lost

Post by FLOZi »

Default tree textures i mean, the generated ones. I imagine they are generated even on maps without any default trees. :P
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Peet
Malcontent
Posts: 4383
Joined: 27 Feb 2006, 22:04

Re: Map: Paradise Lost

Post by Peet »

That is the bumpmapped water render bug is it not?
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Map: Paradise Lost

Post by hunterw »

FLOZi wrote:Turns out it's something to do with trees, it happened again and the tree textures were clearly discernable.
yeah this

Image


map looks good btw, i like the texture,
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Map: Paradise Lost

Post by KaiserJ »

played a BA 6v6 of this the other night, was great fun.

i like how the central reef (atoll? archipelago?) created a nice chokepoint at the centre... it was easy enough to push past the choke into open waters, but once there, it becomes very tough to defend a position, so the general flow of gameplay is to butt heads in the middle until one team gains a considerable advantage (IMO, the mark of a very well designed map)

also, the mix of islands and shallows gives a chance for players to actually use some of the factories (other than sea, amphib and seaplanes) on a sea map, as long as transports are employed... comhopping with a trans and trying to claim the islands early in the game was a ton of fun.

nothing wrong with your texture, it looks good and very believable for the setting.

if i do have one gripe about this map, it's that there arent many "ideal" harbours... i'd like to see something like some man-made docks designed in a C-shape, so you can make a sea factory in the middle of the C and line the dock with nanos... many of the areas to build sea labs are just too far from land to take advantage of nano power.

anyways... its lovely! the climate is excellent, especially for this time of year... the snow outside doesnt seem quite as chilly when i'm splashing around in a tropical paradise.

9/10 from me, excellent work.
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