New Map - Dworld V1

New Map - Dworld V1

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New Map - Dworld V1

Post by Beherith »

Another 16 player FFA map. Size is 28*28
With no metal in the sea, weak tidals and fast roads, expansion is necessary for winning!

Textured with WICed, heightmap tweaked with World Machine (very good tool btw).

Concept by TP.

Enjoy!

Maplink:
http://spring.jobjol.nl/show_file.php?id=1801
Image
screen281.jpg
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screen282.jpg
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - Dworld V1

Post by SirArtturi »

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

Re: New Map - Dworld V1

Post by ralphie »

The texture looks really "levely", like the snows suddenly bunged on there because it's 1 pixel higher than the green
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New Map - Dworld V1

Post by Jazcash »

I love you.
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BattleMonk
Posts: 44
Joined: 15 Oct 2008, 19:32

Re: New Map - Dworld V1

Post by BattleMonk »

looks like neurope
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: New Map - Dworld V1

Post by AF »

Looks yummy
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New Map - Dworld V1

Post by hunterw »

Worldmachine owns

Image


This map owns
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: New Map - Dworld V1

Post by TheFatController »

How did you make the giant texture in WICed?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map - Dworld V1

Post by Beherith »

Spliced together 4 textures :)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New Map - Dworld V1

Post by Warlord Zsinj »

*prod*

IW wants more attention beherith :(

Otherwise I kinda agree that the snow doesn't make sense in that climate, but the map itself is clearly win. What about some small offshore islands for people to retreat too if they're forced off the mainland, or to set up for a secret nuke base etc?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map - Dworld V1

Post by BaNa »

Shorelines look cool but i hope you do the texture over to maek klatch a desert and so on. I hope I can try it sometime soon, I'm getting buried under bleh this week.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: New Map - Dworld V1

Post by CarRepairer »

Nice map. Please feel free to make FFA maps as often as possible intended for many different player numbers that are rarely seen such as 5, 6, 7, 8.
BaNa wrote:I'm getting buried under bleh this week.
Better than being buried under teh.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: New Map - Dworld V1

Post by MidKnight »

Thank you! FFA maps are good, becase every time a new ffa map is released, thehunters is played less(!) :mrgreen:

On second thought, a thehunters retexture wold be nice.

Commenting on the map: i agree with the others, little islands would be nice :-) . also, a plateau type thing would pose an interesting challenge for players :wink: . and most importantly: PLEASE, make the watercolor on this map compatible with bumpwater (like tropical, rather than tangerine :wink: )
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: New Map - Dworld V1

Post by Noruas »

Dinotopia requires random ai dino spam, 24x24
Image



a 32x32 size nao
http://www.wizards.com/dnd/images/wd_ma ... um_150.jpg
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: New Map - Dworld V1

Post by ginekolog »

good map, very interesting and forces intense action;)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map - Dworld V1

Post by Beherith »

MidKnight wrote:Thank you! FFA maps are good, becase every time a new ffa map is released, thehunters is played less(!) :mrgreen:

On second thought, a thehunters retexture wold be nice.

Commenting on the map: i agree with the others, little islands would be nice :-) . also, a plateau type thing would pose an interesting challenge for players :wink: . and most importantly: PLEASE, make the watercolor on this map compatible with bumpwater (like tropical, rather than tangerine :wink: )

How is the watercolor not compatible with bumpwater? Even the bumpwater settings are optimized for this look. In fact, even the screenshots are with bumpwater.
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MajorMayhem
Posts: 98
Joined: 08 Jan 2009, 23:39

Re: New Map - Dworld V1

Post by MajorMayhem »

I personally think it is the gayest map I have ever seen.....And I have seem a lot of gay maps. :lol:
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - Dworld V1

Post by SirArtturi »

Beherith wrote:

How is the watercolor not compatible with bumpwater? Even the bumpwater settings are optimized for this look. In fact, even the screenshots are with bumpwater.
Yes how ? For me color for bump seems to be perfectly adjusted... only problem is that for reflective water the nontextured sea-area looks a bit silly...
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New Map - Dworld V1

Post by Gota »

Doesn't this map just turn into hover spam?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map - Dworld V1

Post by BaNa »

Gota wrote:Doesn't this map just turn into hover spam?
Havent seen it yet. I think hovers can only go up the ramps in the sea so it would be fairly easy to defend against them and you get a speed boost on the land anyway and people are bunched closer than mearth. (also no m in sea makes it kinda meh)
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