Map request for testing.

Map request for testing.

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Map request for testing.

Post by Buggi »

For testing adding features, testing rendering, testing in general I am making an official request to those people who are exceptional at map making.

I don't have __time__ to make a map for testing, so all I ask is someone spend a little time for me.

I mocked up a map that I would both play, and I can also use to test placing MANY different features on in the editor. I also like "metal" so it is bascially a urban/port map. The rough mockup is below, click on it to download the MASSIVE (10 meg) TIF file of the 8000x8000 version I made. (Gotta love photoshop ;) )

Image

I like green, and trees, and will be playing with trees, so leave the green green. Make it look as real as you think it should look, and I left the green flat because I wanted to see what ya'all could do with the land. The water has variable depth to it, see what you can do with that.

Thanks all! *goes back to programming*

-Buggi
CaptainExo
Posts: 57
Joined: 01 May 2005, 03:18

Post by CaptainExo »

Nice. If it was made like that, it could be a 1v1 map. Albeit fairly unbalanced, so maybe a 3-player map.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Planned to be a 4 player map, once bridges are implimented. :D
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Spring collision detection si radius based not box absed liek OTA thus a bridge is impossible without using zwzsg unit or a variation of it. Besides we ahve he transports and area commands to use them effectively now
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