[map idea] unique metal spot

[map idea] unique metal spot

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Icebird
Posts: 51
Joined: 29 Jun 2006, 20:17

[map idea] unique metal spot

Post by Icebird »

hello

I was thinking of a thin map with a single, huge metal patch in the center. That would force the player to focus on that zone, leading to .. maybe something fun ? well that's the point


Each side would have a strongly defendable environment, to be able to survive a while and prepare an offensive when the adversari/es are sucking the metal


here's an image to give an idea :
Image
white is height ..


It would probably be around 20*4

As I'm not sure about the starting position I drew a different one for each side .. if you have idea of better one



well, any comment ? does that plenty suck, or should I try to do something ? :P
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Interesting idea, but they need a taste of the metal for themselves :P
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

I've never played a map like that, but wouldn't the side who first gets control of the metal spot win almost for sure?
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

You should have a little bit of metal in each starting location aswell, just so players can set up or something. It might be better to divide the big patch into two maybe, say a small crossable ridge down the middle. Whoever gets to the middle fiurst will have a huge advantage, but with a little metal at hte start points, a player could hopefully get enough units etc to hamper someones who rushes streight for the middle. or something :P
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Rush for the middle map, bad design as a general rule.

What I would reccommend is putting metallic features all over the middle that can be reclaimed. Therefore the middle won't necessarily guarantee you a win or a loss, but the balance of the map is kept on an even plane.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Wow, im agreeing with Forboding (must be... fourth time now :o :o).


Rush to the middle is strongly discouraged. As forboding said, putting metal features all across the map's middle would be better.


If you want an OTA, Urban-esque map style twist, scatter a good number of mteal rocks and spires on either player's side. Dont use any mexx patches on the map at all!

That would be so cool and very reminiscient of OTA's Urban maps :-D
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

rush the middle ONLY works on a >3 player FFA map where they HAVE to use the middle to attack eachother... I.E. Lava Highground... :wink:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

LathanStanley wrote:rush the middle ONLY works on a >3 player FFA map where they HAVE to use the middle to attack eachother... I.E. Lava Highground... :wink:
And for the record I would like to point out that lava highground is one of the worst designed maps that I have seen. First idiot to put his comm in the middle ftw.

The design flaws could have been somewhate eliminated by adding land bridges from start pos to start pos. Meh, I digress.
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

lava highground was a OTA conversion. nothing more.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

LHG was awesome.
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