Map Release... "Forgotten_Crossing_v1"
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Map Release... "Forgotten_Crossing_v1"
http://www.springfiles.com/show_file.php?id=2518
balanced (i hope) for BA 1v1.
12x10
mirrored metal balance
3 mex starts, 15 mexes in conflict.
2 geothermals
MinWind=6;
MaxWind=15;
metal extractors give 1.8
put down the tiles for a bit to make a "traditional" map
inspired by a concept posted by johannesh
smd stolen from hunterw (edited only slightly)
texture made with springmapedit (script and hand)
bridges made with fireworks
rendered in max w/ bumpmap
credit to behe and artturi for your ongoing support and inspiration, and for constantly raising the bar in terms of map quality!
credit to wombat for trolling me to make more maps
now all i need are some good players to test ^^ if someone wants to offer it as a prize in a 1v1 tourney, i can imprint the winners name in v2 or something like that.
happy battling!
balanced (i hope) for BA 1v1.
12x10
mirrored metal balance
3 mex starts, 15 mexes in conflict.
2 geothermals
MinWind=6;
MaxWind=15;
metal extractors give 1.8
put down the tiles for a bit to make a "traditional" map
inspired by a concept posted by johannesh
smd stolen from hunterw (edited only slightly)
texture made with springmapedit (script and hand)
bridges made with fireworks
rendered in max w/ bumpmap
credit to behe and artturi for your ongoing support and inspiration, and for constantly raising the bar in terms of map quality!
credit to wombat for trolling me to make more maps
now all i need are some good players to test ^^ if someone wants to offer it as a prize in a 1v1 tourney, i can imprint the winners name in v2 or something like that.
happy battling!
Last edited by KaiserJ on 18 Feb 2010, 07:16, edited 2 times in total.
Re: Map Release... "Forgotten_Crossing_v1"
Damn that's sexy. Looks like it should be fore a mission map, attacking some impervious citadel the bridges.
Re: Map Release... "Forgotten_Crossing_v1"
thankyou :D i was quite pleased with the result.
bumpmaps are a ton of fun to play around with.
i have a whole bunch of mostly completed mission maps for CA from ages ago (with bridges and battlements and all sorts of nice things); all we need is some solid mission support and i'll release.
bumpmaps are a ton of fun to play around with.
i have a whole bunch of mostly completed mission maps for CA from ages ago (with bridges and battlements and all sorts of nice things); all we need is some solid mission support and i'll release.
Re: Map Release... "Forgotten_Crossing_v1"
omg I dont remember making/posting a map like this, are you sure it was me? XD Or its just my memory betraying me
Now I do remember that I said to make you tile a map sketch(es), and I did do 1 too but in the end I didnt like the design so scrapped that to do a new one, which I'm yet to start on...
But in any case I like the map!
Also whats mex size and wind strength?
Now I do remember that I said to make you tile a map sketch(es), and I did do 1 too but in the end I didnt like the design so scrapped that to do a new one, which I'm yet to start on...
But in any case I like the map!
Also whats mex size and wind strength?
Re: Map Release... "Forgotten_Crossing_v1"
http://springrts.com/phpbb/viewtopic.php?f=13&t=21529
it was from this thread... i mucked with the heightmap a lot (turned 45 degrees) and moved elements around. i have a version of your original concept as well if you'd like me to pursue it; this was just sort of a tangent that ended up looking pretty nice... what i really liked about your original concept was the three main routes with different ways to raid (or at least thats how i interpreted) and i think i've carried that along with forgotten crossing
MinWind=6;
MaxWind=15;
metal extractors give 1.8
anyways, thank you for the concept and the compliment :D
it was from this thread... i mucked with the heightmap a lot (turned 45 degrees) and moved elements around. i have a version of your original concept as well if you'd like me to pursue it; this was just sort of a tangent that ended up looking pretty nice... what i really liked about your original concept was the three main routes with different ways to raid (or at least thats how i interpreted) and i think i've carried that along with forgotten crossing
MinWind=6;
MaxWind=15;
metal extractors give 1.8
anyways, thank you for the concept and the compliment :D
Re: Map Release... "Forgotten_Crossing_v1"
well done man! good theme, good execution, and good sirartturi-esque integration of structures with the terrain.
i have a lone criticism of the aesthetics of the map. the green bumpy texture is very busy and highly contrasting to the sand, which will make it hard to distinguish units. i would suggest changing it to a less contrasting color with less bumpiness
i have a lone criticism of the aesthetics of the map. the green bumpy texture is very busy and highly contrasting to the sand, which will make it hard to distinguish units. i would suggest changing it to a less contrasting color with less bumpiness
Last edited by hunterw on 18 Feb 2010, 09:31, edited 1 time in total.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Map Release... "Forgotten_Crossing_v1"
Top notch!
Concept is great. Glad to see 1v1 map with so much effort.
And then the visual aspect is just fantastic!
I could maybe agree with hunterw. Its not actually that it looked bad, but for example. S44 units are camouflaged to your texture.
Dunno who to blame; mod, map, engine, map format...
I think I'm guilty to this a bit also considering FolsomDamDeluxe.
But this doesn't really bother me. Only thing that bothers me slightly is your map name. It could be a bit more catchy. We have already so many Crossings that cant even count using my hands...
Imo, If you do not do something to this your map is in danger being literally forgotted :D
Edit: Oh, and yes! Where is my smexy bushes and trees!!!
bad hotlink
Concept is great. Glad to see 1v1 map with so much effort.
And then the visual aspect is just fantastic!
I could maybe agree with hunterw. Its not actually that it looked bad, but for example. S44 units are camouflaged to your texture.
Dunno who to blame; mod, map, engine, map format...
I think I'm guilty to this a bit also considering FolsomDamDeluxe.
But this doesn't really bother me. Only thing that bothers me slightly is your map name. It could be a bit more catchy. We have already so many Crossings that cant even count using my hands...
Imo, If you do not do something to this your map is in danger being literally forgotted :D
Edit: Oh, and yes! Where is my smexy bushes and trees!!!
bad hotlink
Re: Map Release... "Forgotten_Crossing_v1"
+1i have a lone criticism of the aesthetics of the map. the green bumpy texture is very busy and highly contrasting to the sand, which will make it hard to distinguish units. i would suggest changing it to a less contrasting color with less bumpiness
and why is the cool crossing so near the map border?
Re: Map Release... "Forgotten_Crossing_v1"
Excellent heigtmap, good detail on it, with opportunities for varied gameplay.
The map would be a perfect 10 if you subdued the contrast on the grass patches, and tried to complement it with some features (maybe even some spring grass)
The map would be a perfect 10 if you subdued the contrast on the grass patches, and tried to complement it with some features (maybe even some spring grass)
Re: Map Release... "Forgotten_Crossing_v1"
<3
thankyou for the kind words guys
and a big thank you to the CA players who were willing to give this map a shot last night (seems like its set up quite nice for jackrush, amirite?)
artturi : part of the problem was that when i started adding trees to the map, they blended in completely with the green! any normal person would have adjusted the texture color at this point, but i pressed onwards :D
i think i'll do a v2; with a few more mexes, browner grass, and features.
you can't believe how happy i was to hear "there might not be enough metal here" because every other map i've made has had far too much. maybe ive broken my habit? i hope so.
cheers :D
thankyou for the kind words guys
and a big thank you to the CA players who were willing to give this map a shot last night (seems like its set up quite nice for jackrush, amirite?)
artturi : part of the problem was that when i started adding trees to the map, they blended in completely with the green! any normal person would have adjusted the texture color at this point, but i pressed onwards :D
i think i'll do a v2; with a few more mexes, browner grass, and features.
you can't believe how happy i was to hear "there might not be enough metal here" because every other map i've made has had far too much. maybe ive broken my habit? i hope so.
cheers :D
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Map Release... "Forgotten_Crossing_v1"
Looks hot, but son, i am disappoint. No feature placer makes me a sad panda.
I'll walk you through how to use it when I get home in an hour or two if you're online.
I'll walk you through how to use it when I get home in an hour or two if you're online.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Map Release... "Forgotten_Crossing_v1"
Dont hurry with with placing more metal. One testround in CA speaks really nothing. For me, your layout seems very good, and 1.8/sec is just quite standard.KaiserJ wrote:<3
i think i'll do a v2; with a few more mexes, browner grass, and features.
you can't believe how happy i was to hear "there might not be enough metal here" because every other map i've made has had far too much. maybe ive broken my habit? i hope so.
If someone is whining that map there might not be enough metal usually means that the you have gotten the metal map almost right...
Re: Map Release... "Forgotten_Crossing_v1"
I'd like to see a map with one mex.
Re: Map Release... "Forgotten_Crossing_v1"
you may well be right; certainly that would take more work to add mexes... time that could be spent working on a new map!
i'm thinking of tackling a 2v2 next... also i have a few WIPs... im glad i didnt finish one of them, its a huge map with grass like this! now i know to make it more browntown.
i will limit this change then to the texture and features only.
also : hit me up with concepts guys! the simpler the better. i like having something to start with, makes me a bit more confident that im creating something worth playing
@ jaz. i made a counterstrike map that was like a 100 meter sprint, with a shotgun at the end. starts were alternating... everyone runs from one end of the map to the other while stabbing wildly, the victor of the race claiming the shotgun and usually overall victory in the match.
so im thinking... greenfields, with starts at one end, and then an uber mex at the other... make it a problem of logistics. can startboxes overlap?
a long time ago niob gave me the idea to make a greenfields variation with a geothermal in the middle and a mex at each corner...
i'm thinking of tackling a 2v2 next... also i have a few WIPs... im glad i didnt finish one of them, its a huge map with grass like this! now i know to make it more browntown.
i will limit this change then to the texture and features only.
also : hit me up with concepts guys! the simpler the better. i like having something to start with, makes me a bit more confident that im creating something worth playing
@ jaz. i made a counterstrike map that was like a 100 meter sprint, with a shotgun at the end. starts were alternating... everyone runs from one end of the map to the other while stabbing wildly, the victor of the race claiming the shotgun and usually overall victory in the match.
so im thinking... greenfields, with starts at one end, and then an uber mex at the other... make it a problem of logistics. can startboxes overlap?
a long time ago niob gave me the idea to make a greenfields variation with a geothermal in the middle and a mex at each corner...
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- Spring Developer
- Posts: 1254
- Joined: 24 Jun 2007, 08:34
Re: Map Release... "Forgotten_Crossing_v1"
Is it just me, or are the startpositions for the team on the right side broken?
Re: Map Release... "Forgotten_Crossing_v1"
damnit. haha ok thats getting fixed. the map ended up with my testing smd instead of the -final- one
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- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Map Release... "Forgotten_Crossing_v1"
Auswaschbar wrote:Is it just me, or are the startpositions for the team on the right side broken?
Map is 6100x5100.unitsync wrote:unitsync: get map info: Forgotten_Crossing_v1.smf
unitsync: startpos: 376, 3998
unitsync: startpos: 7946, 4064
unitsync: startpos: 262, 7242
unitsync: startpos: 7898, 7258
unitsync: startpos: 360, 2376
unitsync: startpos: 7930, 2294
unitsync: startpos: 442, 5652
unitsync: startpos: 7832, 5636
unitsync: startpos: 426, 377
unitsync: startpos: 7799, 312
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- Joined: 19 May 2009, 21:10
Re: Map Release... "Forgotten_Crossing_v1"
Yes.KaiserJ wrote:so im thinking... greenfields, with starts at one end, and then an uber mex at the other... make it a problem of logistics. can startboxes overlap?