*New Map* Seth's Ravine

*New Map* Seth's Ravine

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SirArtturi
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*New Map* Seth's Ravine

Post by SirArtturi » 29 Nov 2010, 23:40

Ok here it is made by me, Beherith and KaiserJ

http://www.springfiles.com/show_file.php?id=2873

Wasn't able to implement any metal patch placer lua so theres hardcoded metal patches on the texture.

So, if you don't like something in the map, do your fucking own version. Im out...

*Update: Metal patch placer working now!
Thanks Cheesecan!

--------------------------------------------------------------------------
Version 1.0

- SSMF map format. detailtexture splatting and specular map.
- Graphics optimized for low graphic settings aswell.
- Dynamic featuremap - ability to control featureplacement via map options.
- Mapoptions:
- Metal patch placer (Still under development)
- Metal income adjuster
- Wind speed adjuster
- Terrain hardness adjuster
- Featureplacement options (on/off)
- Typemap options (on/off)
- Fog options (on/off)

--------------------------------------------------------------------------
Version 2.0

- Metal patch placer implemented (credits to cheesecan)
- Metal layout changed and metal spots reduced in middle
- Metal income decreased
- Fog works now as a widget, that can be turned on/off ingame (thanks zwzsg)
- Packed as non-solid archive

--------------------------------------------------------------------------

Image

Image

Image

Image

Image
Last edited by SirArtturi on 17 Dec 2010, 13:34, edited 3 times in total.
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Cheesecan
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Re: *New Map* Seth's Ravine

Post by Cheesecan » 29 Nov 2010, 23:43

You were too quick. :P

edit: Nice looking map though. Update before anyone DLs it?
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Jazcash
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Re: *New Map* Seth's Ravine

Post by Jazcash » 29 Nov 2010, 23:51

Map looks great! Although, I'm not sure how the 5 mex starts with little expansion mexes would pan out. I'd imagine it could get quite porcy/techy.

I like the ancient structures and the well placed trees, along with the fog below the map. Gives it a very professional feel, reminded me a little of starcraft maps.

Should be an interesting one to try out, good stuff.
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luckywaldo7
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Re: *New Map* Seth's Ravine

Post by luckywaldo7 » 29 Nov 2010, 23:54

Wauwww

Looks awesome, going to try it out as soon as I can.
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SirArtturi
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Re: *New Map* Seth's Ravine

Post by SirArtturi » 29 Nov 2010, 23:56

Jazcash wrote:Map looks great! Although, I'm not sure how the 5 mex starts with little expansion mexes would pan out. I'd imagine it could get quite porcy/techy.

I like the ancient structures and the well placed trees, along with the fog below the map. Gives it a very professional feel, reminded me a little of starcraft maps.

Should be an interesting one to try out, good stuff.
Map is supposed to be played NW vs SE. 1v1 - 3v3

And yes, It's very starcraft influenced. Let's see how it plays in *A mods...
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Jazcash
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Re: *New Map* Seth's Ravine

Post by Jazcash » 30 Nov 2010, 00:13

SirArtturi wrote: Map is supposed to be played NW vs SE. 1v1 - 3v3
Tbh, I could see it working in many different ways. It looks very flexible. You could do 1v1 on both vertical and horizontal boxes. That goes for 2v2, 3v3, 4v4, 5v5, 6v6 and even 7v7 if setup right. 12 Way FFA would even work well if you had spawns on all the positions around the outer edges of the map.
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oksnoop2
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Re: *New Map* Seth's Ravine

Post by oksnoop2 » 30 Nov 2010, 00:24

I hope a hojo can jump those canyons. :-)
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Cheesecan
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Re: *New Map* Seth's Ravine

Post by Cheesecan » 30 Nov 2010, 00:26

Playing on a low-end computer(laptop), I must say that fog as a map option is a death trap. With fog on I get 25 fps, without 68 fps. With fog on in games, my FPS would slowly creep down to 5-10 fps and I'd have to leave eventually. Compare this to DSD where I get a stable 120 fps all game on minimum settings.

So my suggestion is to make very demanding features like fog something that players can toggle on/off themselves while in-game.
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SirArtturi
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Re: *New Map* Seth's Ravine

Post by SirArtturi » 30 Nov 2010, 00:29

Cheesecan wrote:Playing on a low-end computer(laptop), I must say that fog as a map option is a death trap. With fog on I get 25 fps, without 68 fps. With fog on in games, my FPS would slowly creep down to 5-10 fps and I'd have to leave eventually. Compare this to DSD where I get a stable 120 fps all game on minimum settings.

So my suggestion is to make very demanding features like fog something that players can toggle on/off themselves while in-game.
Dunno how this is possible mapside...
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SanadaUjiosan
Conflict Terra Developer
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Re: *New Map* Seth's Ravine

Post by SanadaUjiosan » 30 Nov 2010, 00:34

Looks awesome. Got to admit, I kind of like it without fog. But then again I love watching dynamic water, haha.

Excited to play it on CT.
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MidKnight
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Re: *New Map* Seth's Ravine

Post by MidKnight » 30 Nov 2010, 04:05

Wooooooooooooooooooo!
One question: why the proprietary license and not some variant of cc or gpl with accreditation?
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Umrug
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Re: *New Map* Seth's Ravine

Post by Umrug » 30 Nov 2010, 04:09

Only speaking from NOTA point of view:
- a bit too much metal. Remove one mex from every group?

- Stunning beauty
- Does stable 50FPS on my laptop which is not bad
- Have yet to try the extra features
- How nice to see best mappers release a map together! Way to go and thanks guys!
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MidKnight
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Re: *New Map* Seth's Ravine

Post by MidKnight » 30 Nov 2010, 04:12

Yeah, collabs are way cool. :-)
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Jazcash
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Re: *New Map* Seth's Ravine

Post by Jazcash » 30 Nov 2010, 09:14

Tbh, that awesome feature really boosted the map's feel for me.

Edit: I tried it out and turns out it's not a feature, just high quality mapping with some obelisks around it, which gives it extra points. Map looks epic ingame.

Would be interesting to see a map with loads of cool features like this. Especially if units were able to surface the features as if they were part of the map.
Last edited by Jazcash on 30 Nov 2010, 13:13, edited 1 time in total.
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SirArtturi
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Re: *New Map* Seth's Ravine

Post by SirArtturi » 30 Nov 2010, 12:02

MidKnight wrote:Wooooooooooooooooooo!
One question: why the proprietary license and not some variant of cc or gpl with accreditation?
Dunno what you are after, Im really not that familiar with licensing terminology.

The map is CC-BA Attribution licensed, which means you are free to use and modify it as long as you give the original authors a credit.
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1v0ry_k1ng
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Re: *New Map* Seth's Ravine

Post by 1v0ry_k1ng » 30 Nov 2010, 13:54

MEGA!
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MidKnight
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Re: *New Map* Seth's Ravine

Post by MidKnight » 30 Nov 2010, 16:07

SirArtturi wrote:
MidKnight wrote:Wooooooooooooooooooo!
One question: why the proprietary license and not some variant of cc or gpl with accreditation?
Dunno what you are after, Im really not that familiar with licensing terminology.

The map is CC-BA Attribution licensed, which means you are free to use and modify it as long as you give the original authors a credit.
Oh, so it is CC! Excuse me, then!
I meant Creative Commons and General Public License
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Gota
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Re: *New Map* Seth's Ravine

Post by Gota » 30 Nov 2010, 17:28

Excellent map!!

Small thoughts about this awesome map:
After playing it for a bit, at least my first impressions is that
1)the metal value per mex can be lower for default but deffinately that's debatable.
2)I think there might be a chance that reducing metal in the center would be a good thing.
Instead of having 18 metal patches in center per side i think 14 wmight be a better number(needs more testing).
3)Maybe metal spots can be a bit further apart from one another, still in their groups as they are but a bit further apart from one another(especially in the 2 lowest areas).
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Satirik
Lobby Developer
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Re: *New Map* Seth's Ravine

Post by Satirik » 30 Nov 2010, 17:54

SolidArchive !!
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SirArtturi
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Re: *New Map* Seth's Ravine

Post by SirArtturi » 30 Nov 2010, 19:41

Gota: Yes, Ive been thinking that small metal income nerf might balance the gameplay a bit. Also, I'm not certain whether I like the dense spacing of spots either, but hey, that was your idea which I wanted to give a shot.

Satirik: Maybe a bit noob question, but why not solid?
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