New map : FolsomDamSpecial

New map : FolsomDamSpecial

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

New map : FolsomDamSpecial

Post by SirArtturi »

Hello everybody,

Here's my special:
http://www.springfiles.com/show_file.php?id=2466

Old concept, but seems like FolsomDamFinal have been pretty popular. So I though It would be time for some special edition :mrgreen:

I never liked how the final version played. It was so low on metal and had boring two similiar separated battlefields. So, it came my mind that I could a small visual trick and flood the other side so it would be mixed water and land battle plus some porcy dam simcitying.

In other words, It's bigger, more beatiful and should play better...

* Whats the difference? *

- New, completely redone outlook and heightmap.
- Mixed gameplay: water and landcombats.
- New features and a lot of other cool things
- Size increased from 16x12 to 20x14
- Improved metal layout and distribution
- Metal overall income increased from 1.6/sec to 1.8/sec
- Increased wind power

For next version, I'm planning to include some mapoptions to adjust metal, wind and tidal levels, So that it could be slight more flexible on that side. As also, Im planning to include Braindamage's unit prevent orders lua as soon as it works.

Big thanks to Beherith who helped me all kinds of different things and especially, made the wonderful compiler.

Oh, and its CC-BY licensed...

Screens:

Image

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Edit:

New version and hopefully final!

http://www.springfiles.com/show_file.php?id=2466

However, If you find any bugs or flaws report me asap and let's see if new update is necessary.

A lot of pain and tears making mapoptions. Big thanks to smoth for all the help! I hope them will be useful for future maps. Especially the typemap thingie!

* Changelog from FolsomDamSpecial to Deluxe *

- Name changed from FolsomDamSpecial to FolsomDamDeluxe
- Map options added including:
- Typemap on/off, off default (Gives speedboost of 10% for tanks on dam & roads and 10% for kbots on sand)
- Metal, wind and tidal levels adjusting
- Map hardness level adjusting
- Weatheroptions: Clear or Rain, clear default
- Stretched textures on dam fixed
- Randomly rotated trees
- Tallest trees replaced with slightly smaller ones
- Dam mexes metal income decreased from 3.3/sec to 3.1/sec
- Tidalstrenght increased from 18 to 20
- Fixed maphardness ("Cratering" should be possible from now on)
- Hovers can now pass the "secret" ramp in south too
- Plus a lot of other small tweakings

Screenie of rain option:

Image
Last edited by SirArtturi on 19 Jan 2010, 21:38, edited 1 time in total.
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: New map : FolsomDamSpecial

Post by Satirik »

nice
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New map : FolsomDamSpecial

Post by Jazcash »

Best "Special" so far. Looks awesome. Loving the Medievil~Fantasy textures and feel. Beh's trees make it more winrar too. Looking forward to playing this.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: New map : FolsomDamSpecial

Post by luckywaldo7 »

gorgeous map

Although the title at first made me think it was a Senna map :?
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: New map : FolsomDamSpecial

Post by Regret »

Image

Nice use of orange. :regret:
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New map : FolsomDamSpecial

Post by Jazcash »

After playing it:

It's awesome.

Things I would pickup on (Being fussy here):
  • A typemap of some sort. I would suggest the dirt roads use a small increase of speed for vehicles and maybe the flat parts of map use a small hover speed increase. Nothing dramatical ofc.
  • One or two stretched textures, the most visible are the geo spots in the middle. They look just a tiniest bit fugly. Am I allowed to say that?
  • What would be totally cool would be a different water texture other than default and ofc; a dry version! :P
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New map : FolsomDamSpecial

Post by KaiserJ »

sexcellent work.

so talk to me homeslice; what did you use for this map? it looks a bit like WiCed texture... what im really interested in is how you incorporated the man-made structure into your map...

did you draw it onto the heightmap and texture by hand? was it a 3d model? reveal your secretss
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smoth
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Joined: 13 Jan 2005, 00:46

Re: New map : FolsomDamSpecial

Post by smoth »

No map options?
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smoth
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Re: New map : FolsomDamSpecial

Post by smoth »

Also how deep is the water?
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: New map : FolsomDamSpecial

Post by Cheesecan »

Looks very nice and plays good. A job well done!
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New map : FolsomDamSpecial

Post by SirArtturi »

JAZCASH wrote:After playing it:

It's awesome.

Things I would pickup on (Being fussy here):
  • A typemap of some sort. I would suggest the dirt roads use a small increase of speed for vehicles and maybe the flat parts of map use a small hover speed increase. Nothing dramatical ofc.
  • One or two stretched textures, the most visible are the geo spots in the middle. They look just a tiniest bit fugly. Am I allowed to say that?
  • What would be totally cool would be a different water texture other than default and ofc; a dry version! :P

Small things, but I c the point. Whatsoever, Im planning to include typemap on/off option for next versions mapoptions.

Stretched textures? You mean geovent? Hmm... It may be just a optic illusion, however, that can be pretty easily fixed also

Water texture? What do you mean? Like bumbwater texture ?
Wateroptions on this are not default...

@KaiserJ

Well, the methods are pretty simple though very labourous. Base texture is made with WiCed. A lot of made by hand in photoshop by using layers, special brushes and blending options.

@smoth

No mapoptions yet, though im planning to do such...
Water is deep enough to swim...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map : FolsomDamSpecial

Post by smoth »

Was hoping it would be deep enough to completely cover the gundam amphib mechs completely
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New map : FolsomDamSpecial

Post by TradeMark »

change the name and someone might play it. this map has 400 extra units, right?

hmm or did you use special in the end, so senna cant hijack this by calling it FolsomDamSpecial Special
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Re: New map : FolsomDamSpecial

Post by Masse »

Beautiful mountains!
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New map : FolsomDamSpecial

Post by Jazcash »

It looks like the product that would be produced if Escarpment and Folsom Dam had sex.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: New map : FolsomDamSpecial

Post by TradeMark »

http://replays.adune.nl/texmapmip2/Fols ... al.smf.jpg

is my texture exporter broken or why does it look like you resized the map without preserving the aspect ratio? look the middle metal spot textures. doesnt look good. fix it and you have excuse to change the map name too :regret:
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map : FolsomDamSpecial

Post by hunterw »

obviously pure win, and the dam won't be the only point of contention now. i think i like all the changes.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: New map : FolsomDamSpecial

Post by Mav »

The absolute north center of the map has a tiny bridge that scout units can cross.

It looks weird and can be (ab)used in a potentially game-imbalancing manner.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map : FolsomDamSpecial

Post by hunterw »

JAZCASH wrote:It looks like the product that would be produced if Escarpment and Folsom Dam had sex.
who's to say this isn't what happened?
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: New map : FolsomDamSpecial

Post by CarRepairer »

Mav wrote:The absolute north center of the map has a tiny bridge that scout units can cross.

It looks weird and can be (ab)used in a potentially game-imbalancing manner.
That was Sefidel's terraform bridge. Welcome to CA!
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