Celebrating TA Prime’s (www.fluidplay.co/taprime) release week, I’m also releasing my first Spring map, Hourglass. It was designed with TAP & BA economies in mind, and extensively play-tested on many matches during TAP’s beta development, but it should work for most *A games. Follows some of its details:
Design goals:
- Support up to 16 players, best gameplay for 3v3s and above
Multiple possible startbox configurations: east vs west, top vs bottom, corners
5 separate combate lanes on an average-sized map
Metal “pockets”, groups of three metal patches to prize map control
High-ground outer lanes: Rich on Metal and energy
Central lane: Metal-rich and wide
Intermediary lanes: Energy-rich, providing access to outer and central lanes
Access ramps harder to climb by vehicles, especially the short ramps
- NPR (Non-photorealistic) yet detailed visual style
Map-wide normal and specular maps, hand-tweaked for improved visual quality
Rich, average and poor metal patches, with distinguishable custom art for each
Richer (yellow) and standard trees
- Illustrator - Shape blocking and layout
Terrain Generation - Gaea
Map Editing and Post-processing - Photoshop
Feature Placement - Springboard
Map Compilation - PyMapConv
https://springfiles.com/spring/spring-maps/hourglass-0
Flythrough Gif:
https://media.giphy.com/media/l3t3VWbRE ... /giphy.gif