1944 Moro River V1

1944 Moro River V1

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SirArtturi
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1944 Moro River V1

Post by SirArtturi »

I released official version:

Download here:
http://www.springfiles.com/show_file.php?id=2636

- Map options addedd (weather conditions, typemap, resource control)
- New metal layout and resource distribution (Waited and waited, but got no help. Finally had to do it all by myself - Thanks for nothing...)

This will btw, be my last map for this community...

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Last edited by SirArtturi on 09 May 2010, 02:47, edited 2 times in total.
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1v0ry_k1ng
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Re: 1944 Moro River Beta

Post by 1v0ry_k1ng »

oh man, this map is asthetically so good I want to cry

be sure to make a non s44 version with metal patches too, this map is too hot to be limited to the one mod 8)
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Gota
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Re: 1944 Moro River Beta

Post by Gota »

1v0ry_k1ng wrote:oh man, this map is asthetically so good I want to cry

be sure to make a non s44 version with metal patches too, this map is too hot to be limited to the one mod 8)
+1 yes please
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Beherith
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Re: 1944 Moro River Beta

Post by Beherith »

Wonderful work man! Stunning realism and great feature placement.

I dont see why any mod besides s44 could really use this, since the theme is so unique.
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Gota
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Re: 1944 Moro River Beta

Post by Gota »

Why not...Arm and Core fight it out on a small Amish settlement on Planet Moro XVII.
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JohannesH
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Re: 1944 Moro River Beta

Post by JohannesH »

Dont think the geography really suits *A games at least, no matter how good it looks in itself.
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SirArtturi
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Re: 1944 Moro River Beta

Post by SirArtturi »

Well. I could do *A version under different name with metal patches and without features? But would it be played? Would it be worth of doing? Dunno... You are always free to modify and revision your own versions of the map... When this is "ultimately" ready.

S44 people: I need metal/resource income values per spots!
As also, suggestions how the whole metal map should be designed. Where to put the flags? How many spots? Do you need metal spot in starting places? Where are the tactical/key locations of this map? Drawings and sketches of these to illustrate would be nice...
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Gota
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Re: 1944 Moro River Beta

Post by Gota »

IMO This map can be fun with TA mods..
You seem to have 5 spots ATM.add 1 more per starting location and remove the buildings and that should do it IMO.
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Beherith
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Re: 1944 Moro River Beta

Post by Beherith »

Yeah, and remove the roads from the map too, they would look un TA-ish. Also the texture and heightmap where it has the tilled field needs to be removed. kthxbai

Edit: oh and also could you make it smaller? 20 is a tad large for this map in *A.

/sarcasm
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Kenku
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Re: 1944 Moro River Beta

Post by Kenku »

any chance if you do one with metal spots, you keep the buildings? I mean, as long as it doesn't mess with the metal spots at least. Reason I ask is cause after seeing what Forb did with Riverdale, and the scale of stuff in Evo, I think it would still look cool scale wise.

Course...same time, once the features are pulled, I could just use featureplacer, so Ill wait and see on stuff.
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Gota
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Re: 1944 Moro River Beta

Post by Gota »

Beherith wrote:Yeah, and remove the roads from the map too, they would look un TA-ish. Also the texture and heightmap where it has the tilled field needs to be removed. kthxbai

Edit: oh and also could you make it smaller? 20 is a tad large for this map in *A.

/sarcasm
I just really wanna play this map with TA...Like sir himself said removing the houses is nessesary to not ruin the atmosphere and You do need at least some metal on the starting positions.
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SirArtturi
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Re: 1944 Moro River Beta

Post by SirArtturi »

Made some gameplay adjustments to features:

- Improved collisionvolumes/hitboxes
- Mass tag added
- Bushes made unblocking

Uploaded the map in springfiles....

Now, the map does not work properly in s44 for couple of reasons that needs to be fixed: First, features wont show up because of featuredefs.lua and second, for some reason hitboxes doesnt work and your units shoot throught the rocks and trees. You should look into that aswell. Might be the problem with lua defs again...
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Nemo
Spring 1944 Developer
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Re: 1944 Moro River Beta

Post by Nemo »

Just a note that both of those problems are fixed as per our conversation - smallarms were set to fire through features in Lyuban, and the featuredefs.lua file has been fixed in SVN.

I hope to spend some time with this in the next few days to get you a good resource layout.
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1v0ry_k1ng
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Re: 1944 Moro River Beta

Post by 1v0ry_k1ng »

remove the buildings? just make them reclaimable for metal :-)
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Beherith
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Re: 1944 Moro River Beta

Post by Beherith »

Damned vultures :evil:
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Masse
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Re: 1944 Moro River Beta

Post by Masse »

Beherith wrote:Damned vultures :evil:
advertisement ^^
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1v0ry_k1ng
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Re: 1944 Moro River Beta

Post by 1v0ry_k1ng »

Beherith wrote:Damned vultures :evil:
hey I play s44, its just I can imagine wanting to play the map with other mods too. said compatablity map would just be a fork :P
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SirArtturi
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Re: 1944 Moro River V1

Post by SirArtturi »

It's done now... Read above!
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Beherith
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Re: 1944 Moro River V1

Post by Beherith »

Thank you for all your contributions, and thank you for inspiring me to make maps - your The Rock was the one that got me thinking.
You have made spring much better by creating stunning visuals and innovative gameplay.
I hope there comes a time when you feel you can return to spring, and even feel that your contributions are valued.
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very_bad_soldier
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Re: 1944 Moro River V1

Post by very_bad_soldier »

SirArtturi wrote: This will btw, be my last map for this community...
Whahahahaiiitt!! What??! What happened here? Lemme guess: some forumers pissed you off?? Tell us at least their names so we can prepare a pyre!!
Awww come on Sir, dont punish us all because of some idiots :( You just got into my personal top3-mappers-list...
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