.:New Map:. Sparewood Remake

.:New Map:. Sparewood Remake

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

.:New Map:. Sparewood Remake

Post by Forboding Angel »

As per request from gnome, I present:

Image

It's 8x8 btw.

Download: http://www.springfiles.com/show_file.php?id=2291
screen021.jpg
(1.23 MiB) Downloaded 432 times
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:New Map:. Sparewood Remake

Post by Gota »

Now this,is mother fucking nice.
Problem is this looks like a kbot map and t1 kbot play has been completely screwed by rezzer bots.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map:. Sparewood Remake

Post by Forboding Angel »

It sort of is a kbot (or if you're playing evo, amphib) map, but there is plenty of room for vehicle play. Thing is, vehicles won't be able to climb the slopes.
soo... yeah
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Re: .:New Map:. Sparewood Remake

Post by Gnomre »

Thanks
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: .:New Map:. Sparewood Remake

Post by CarRepairer »

That's the best kind of map (like Terra) where most of the empty flat space is an advantage to vehicles but a few hills here and there are an advantage to bots. As long as the hills are few enough to prevent vehicles from being useless but numerous enough to give a few tactical advantages to bots, it's win.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: .:New Map:. Sparewood Remake

Post by NOiZE »

Where are the trees!?!?


Great texture though.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map:. Sparewood Remake

Post by Forboding Angel »

For certain mods, trees pose significant issues, so for the sake of pleasing the msot poeple possible, I joined hunterw in saying "fuck features".
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Gota
Posts: 7151
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Re: .:New Map:. Sparewood Remake

Post by Gota »

Which mods?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: .:New Map:. Sparewood Remake

Post by Neddie »

Which games?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: .:New Map:. Sparewood Remake

Post by AF »

Which package based modular assembly of content?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map:. Sparewood Remake

Post by Forboding Angel »

Go look at any of my old map release threads and read the bawwing about trees.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: .:New Map:. Sparewood Remake

Post by 1v0ry_k1ng »

trees is were shit
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: .:New Map:. Sparewood Remake

Post by CarRepairer »

CA will soon be ready to remove trees from maps that currently have them, then randomly add trees all over every map, even on moon maps like comet. For lulz.






Also, heightmaps and water levels will be manipulated according to the time of day, again for lulz.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: .:New Map:. Sparewood Remake

Post by JohannesH »

trees on blue comet ftw
Dotz
Posts: 73
Joined: 25 May 2009, 01:11

Re: .:New Map:. Sparewood Remake

Post by Dotz »

I love how this map looks! Its balanced for team games, but it isn't just a mirrored map.
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