--Map Update-- Core Prime Industrial Area - Revision 2
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--Map Update-- Core Prime Industrial Area - Revision 2
This is my final attempt to restore OTA's Core Prime Industrial Area to its origional beauty and style of metal map mayhem.
Revision 1 was an attempt to use the origional Cavedog tiles to rebuild the map, and required a custom made height map created with an angled offset, which looked nearly like the origional.
The angled offset made it look strange, bent, and made it impossible to allign the origional textured tileset.
It also allowed for some exploits of the map which I never intended.
Revision 2 is created using a true 3d perspective, so it is 100% true to how the origional map is, I used 3 origional Cavedog tiles to make 20 unique tiles that are nearly identical to the origional tileset used.
I also made the remade the height map from scratch based on the OTA tile heights, so its crisp and clean, all walls have nice flat edges and no rounding except where it was soposed to be.
** warning **
This is not speedmetal, you will not gain a massive economy with only a few Mex's and windmills.
------------------------------------------
MAP size is as the origional at 20x20
Metal per lvl-1 mex is at 2.6
Wind is set to 0-10
Tidal power is set to 25
------------------------------------------
Metal is evenly distributed across the entire map just like in the origional.
THink of this map as an expanded Metal-heck, as both maps will play very similarly.
A couple Improvements I've made to this map are meant for better gameplay and to bring the experience of the origional map to the Spring engine.
The major improvements in this revision are.
1. Widening the land Bridges to the center Island to reduce Chokepointing and traffic jams,
2. Raising the water level so that ships can actually support advancing units,
3. Increasing movement speed to 1.3 default for all units.
4. Textures that fit the heightmap better
5. True perspective on the heightmap, and sharp clean edges
Core consciousness demands that you download & enjoy this map.
Crush any enemy forces that opose you!
DO SO NOW!
** Download Link **
4.96 mb
http://www.unknown-files.net/index.php? ... &dlid=1856
** Screenshots **
http://www.unknown-files.net/images/CP_ ... 020365.jpg
http://www.unknown-files.net/images/CP_ ... 800269.jpg
http://www.unknown-files.net/images/CP_ ... 098481.jpg
http://www.unknown-files.net/images/CP_ ... 389314.jpg
http://www.unknown-files.net/images/CP_ ... 239293.jpg
Revision 1 was an attempt to use the origional Cavedog tiles to rebuild the map, and required a custom made height map created with an angled offset, which looked nearly like the origional.
The angled offset made it look strange, bent, and made it impossible to allign the origional textured tileset.
It also allowed for some exploits of the map which I never intended.
Revision 2 is created using a true 3d perspective, so it is 100% true to how the origional map is, I used 3 origional Cavedog tiles to make 20 unique tiles that are nearly identical to the origional tileset used.
I also made the remade the height map from scratch based on the OTA tile heights, so its crisp and clean, all walls have nice flat edges and no rounding except where it was soposed to be.
** warning **
This is not speedmetal, you will not gain a massive economy with only a few Mex's and windmills.
------------------------------------------
MAP size is as the origional at 20x20
Metal per lvl-1 mex is at 2.6
Wind is set to 0-10
Tidal power is set to 25
------------------------------------------
Metal is evenly distributed across the entire map just like in the origional.
THink of this map as an expanded Metal-heck, as both maps will play very similarly.
A couple Improvements I've made to this map are meant for better gameplay and to bring the experience of the origional map to the Spring engine.
The major improvements in this revision are.
1. Widening the land Bridges to the center Island to reduce Chokepointing and traffic jams,
2. Raising the water level so that ships can actually support advancing units,
3. Increasing movement speed to 1.3 default for all units.
4. Textures that fit the heightmap better
5. True perspective on the heightmap, and sharp clean edges
Core consciousness demands that you download & enjoy this map.
Crush any enemy forces that opose you!
DO SO NOW!
** Download Link **
4.96 mb
http://www.unknown-files.net/index.php? ... &dlid=1856
** Screenshots **
http://www.unknown-files.net/images/CP_ ... 020365.jpg
http://www.unknown-files.net/images/CP_ ... 800269.jpg
http://www.unknown-files.net/images/CP_ ... 098481.jpg
http://www.unknown-files.net/images/CP_ ... 389314.jpg
http://www.unknown-files.net/images/CP_ ... 239293.jpg
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AHHH..... core prime industrial, how i love it...
I remember with the original TA i used to play large LAN games of this map...
large lines on dragon's teeth and defenders were my first basic line of defense (remember that defenders could shoot at ground units in OTA)
You must have spent a long bloody time redoing those textures...
I played the other two you made, and this is a major improvement over the others
I also read about that new format that could bring out very cool effects to the map... i would love to see a pimped version of core prime for spring
keep up the great work Mr.D
I remember with the original TA i used to play large LAN games of this map...
large lines on dragon's teeth and defenders were my first basic line of defense (remember that defenders could shoot at ground units in OTA)
You must have spent a long bloody time redoing those textures...
I played the other two you made, and this is a major improvement over the others
I also read about that new format that could bring out very cool effects to the map... i would love to see a pimped version of core prime for spring

keep up the great work Mr.D
