New Map - Spartan Isle v02
Moderator: Moderators
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
New Map - Spartan Isle v02
Spartan Isle v02
DOWNLOAD HERE:
http://www.springfiles.com/show_file.php?id=2224
Weee, my first map is finally done after 9000 hours of my failing!
10x10 size 1v1 map. I wanted a map that was less of an open field and more artifical and balanced like old starcraft maps, and this was the result.
There are four primary routes between bases:
the top ramp is the most direct, but is blocked by a huge pile of rocks. this can be reclaimed (for a total of 1000 metal) but takes about 5 minutes at commander reclaim speed.
It can be blown through pretty easily, and dgunned through- although then you risk a horde of flash pouring through and owning your boy.
the hillock route only has three metal spots, but is the fastest ramp avaliable for the rush. two teirs of ground mean that artillery units like thuds and stumpys are especially effective at controlling the lower ground; controlling this area is vital for launching early offensives. this area, once controlled, also has a slim ramp leading down the the plains allowing for expansion or raiding.
The two outer ramps lead down to the plains- the inner one is the fastest, but has only one metal spot to boot and a narrow entrance to the plains that can be easily mined or blocked. the outer ramp has a number of metal spots and more importantly, a geothermal vent.
the lower plains hold well over 50% of the maps metal and a game entering the middle stages will be decided by who controls this area.
A cunning player will quickly realise garpikes are more useful than stumpys here, for there are many wide, flat beaches and sneaky ramps for easy raiding. likewise, there are also two metal spots in the sea which are worth investigating.
wind: 3-13
tidal: 15
no typemaps
100 gravity
Kbot:
Vehicle:
special thanks to:
Forboding Angel - awesome tutorials bro
Beherith - helping me out massively and sharing me the WiC textures, also for the water conditions in conquest of paradise which I have emulated
KaiserJ - big help at critical junctions, compiling and textures
Smoth - for the nice skybox
Hunterw - for the lighting conditions in talus that I emulated
Midknight- helping me get the damn springmapedit working and more importantly, pointing me to the source of all my textures
peet, KDR, spring devs and other peeters - for answering all my dumb questions
I now have two consequtive 14 hour shifts so it might be a while before I can fix any crippling bugs..
HF!
DOWNLOAD HERE:
http://www.springfiles.com/show_file.php?id=2224
Weee, my first map is finally done after 9000 hours of my failing!
10x10 size 1v1 map. I wanted a map that was less of an open field and more artifical and balanced like old starcraft maps, and this was the result.
There are four primary routes between bases:
the top ramp is the most direct, but is blocked by a huge pile of rocks. this can be reclaimed (for a total of 1000 metal) but takes about 5 minutes at commander reclaim speed.
It can be blown through pretty easily, and dgunned through- although then you risk a horde of flash pouring through and owning your boy.
the hillock route only has three metal spots, but is the fastest ramp avaliable for the rush. two teirs of ground mean that artillery units like thuds and stumpys are especially effective at controlling the lower ground; controlling this area is vital for launching early offensives. this area, once controlled, also has a slim ramp leading down the the plains allowing for expansion or raiding.
The two outer ramps lead down to the plains- the inner one is the fastest, but has only one metal spot to boot and a narrow entrance to the plains that can be easily mined or blocked. the outer ramp has a number of metal spots and more importantly, a geothermal vent.
the lower plains hold well over 50% of the maps metal and a game entering the middle stages will be decided by who controls this area.
A cunning player will quickly realise garpikes are more useful than stumpys here, for there are many wide, flat beaches and sneaky ramps for easy raiding. likewise, there are also two metal spots in the sea which are worth investigating.
wind: 3-13
tidal: 15
no typemaps
100 gravity
Kbot:
Vehicle:
special thanks to:
Forboding Angel - awesome tutorials bro
Beherith - helping me out massively and sharing me the WiC textures, also for the water conditions in conquest of paradise which I have emulated
KaiserJ - big help at critical junctions, compiling and textures
Smoth - for the nice skybox
Hunterw - for the lighting conditions in talus that I emulated
Midknight- helping me get the damn springmapedit working and more importantly, pointing me to the source of all my textures
peet, KDR, spring devs and other peeters - for answering all my dumb questions
I now have two consequtive 14 hour shifts so it might be a while before I can fix any crippling bugs..
HF!
Last edited by 1v0ry_k1ng on 17 Aug 2009, 03:13, edited 1 time in total.
- AlcariTheMad
- Posts: 28
- Joined: 05 Feb 2007, 02:54
Re: New Map - Spartan Isle v01
obligatory
THIS IS SPARTA!!!
It looks nice, the top corners are the intended start spots?
Congrats on succeeding after 375 days of fail.
THIS IS SPARTA!!!
It looks nice, the top corners are the intended start spots?
Congrats on succeeding after 375 days of fail.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: New Map - Spartan Isle v01
yeah, top left top right
Re: New Map - Spartan Isle v01
It appears you mappers have decided to base your maps on faces.
Re: New Map - Spartan Isle v01
Nice concept, bit different from the usual spring map. Reminds me of IslandParadise a little.
1 thing to change imo is the wind, give it a value that makes it worth building. Now tidal seems to be the best by far, making kbot start worse among other things.
1 thing to change imo is the wind, give it a value that makes it worth building. Now tidal seems to be the best by far, making kbot start worse among other things.
- HeavyLancer
- Posts: 421
- Joined: 19 May 2007, 09:28
Re: New Map - Spartan Isle v01
Hooray, a new 1v1 map! Downloading now, looks nice.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: New Map - Spartan Isle v01
Very nice, I must say you've done an excellent job on this map, and I love the paths, they're a lovely finishing touch on a ridiculously pretty map.
Re: New Map - Spartan Isle v01
can hovers get into and out of the lakes?
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: New Map - Spartan Isle v01
no, the inner lakes are intentionally impassable- its already possible to cruise around the outside and pop out almost anywhere with hovers and anphibs, I didnt want them to be totally dominant
wind 3-13 isnt enough? average of 8, low point of 3 is pretty good, thats average 24 wind- with a max of 39- for the price of a solar? I guess I could bump it to 15 and cut tidal to 10, but I havnt seen any games here yet.
what I want to know is how the destructable rock passage effects games
wind 3-13 isnt enough? average of 8, low point of 3 is pretty good, thats average 24 wind- with a max of 39- for the price of a solar? I guess I could bump it to 15 and cut tidal to 10, but I havnt seen any games here yet.
what I want to know is how the destructable rock passage effects games
It appears you mappers have decided to base your maps on faces.
Re: New Map - Spartan Isle v01
15 tidal is low, unless you has a sea lab or w/e it is not worth walking your boi and wasting time just to get what amount to some fairly shitty (if harder to raid) wind gens.
I don't think low/mid wind is to the map's detriment, adds an incentive to nab geos asap.
Map looks epic.
I don't think low/mid wind is to the map's detriment, adds an incentive to nab geos asap.
Map looks epic.
Re: New Map - Spartan Isle v01
Very nice. I shall now have to finish my Kbot map ^^
Re: New Map - Spartan Isle v01
Finally got a game on it; map is epic win.
Re: New Map - Spartan Isle v01
gratz! a very high quality first map. i like the thought that went in to it.
wonder if amphib/hovers will be viable. kbots dont have many shortcuts but i bet they will be useful just due to long skinny paths everywhere.
wonder if amphib/hovers will be viable. kbots dont have many shortcuts but i bet they will be useful just due to long skinny paths everywhere.
Re: New Map - Spartan Isle v01
XTA com (morphed at least) had the crush strength to just roll over the rocks. In the 3 or so games we had, nobody got bullies/reapers/sumos/golly out, but I imagine they may be able to crush it too (or other units in other mods, with comparative crush strength).
Hunter: a lot of the shores have steep slopes, so use of hovers is pretty limited, amphibs seem to fair a little better. Pelicans/Gimps/Crawling bombs are the way.
Hunter: a lot of the shores have steep slopes, so use of hovers is pretty limited, amphibs seem to fair a little better. Pelicans/Gimps/Crawling bombs are the way.
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: New Map - Spartan Isle v01
coms can dgun through the rocks anyhow so its not such a problem, but ill make them uncrushable in v02 if I ever does sum fix release.
good to hear it plays ok. waiting to hear how it plays with ba+ca
good to hear it plays ok. waiting to hear how it plays with ba+ca
Re: New Map - Spartan Isle v01
Very nice map IK, it would be very cool to have more start positions in unorthodox places such as this map on a 1 vs 1.
Re: New Map - Spartan Isle v02
nice map!
Re: New Map - Spartan Isle v02
Looks really nice!
Re: New Map - Spartan Isle v02
+1 for Old StarCraft Map concept
Not sure that I see it in the map, but +1
Not sure that I see it in the map, but +1