.:Release:. Iron Gauntlet

.:Release:. Iron Gauntlet

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

.:Release:. Iron Gauntlet

Post by Forboding Angel »

This map is 18x30

Designed for shared comm games, however it will work just fine in any other role.

Also, I think I'm breaking some kind of record here for a good, playable map with a variable height of 1000.

enjoy!

Slideshow: http://s70.photobucket.com/albums/i92/F ... eshow=true

Minimap:

Image

High res screens and Download, here: http://www.unknown-files.net/index.php? ... &dlid=2018
Last edited by Forboding Angel on 11 Dec 2006, 11:33, edited 2 times in total.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Very interesting. Couple of dumb questions:

1. Is it SM3? Because it darn well looks like it should be ;)

2. I take it you made use of Hugh's angle-mapping feature to make sure there would be valid paths? Could you take a moment to talk about strategy in that regard?

Overall, this looks like a very interesting map, and I'll be sure to try it out with Blobs and see how choke-pointy it ends up feeling with the current build of the mod :-)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

it looks pretty good, but it's really missing features IMO, just add some rocks here and there.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Argh wrote:Very interesting. Couple of dumb questions:

1. Is it SM3? Because it darn well looks like it should be ;)

2. I take it you made use of Hugh's angle-mapping feature to make sure there would be valid paths? Could you take a moment to talk about strategy in that regard?

Overall, this looks like a very interesting map, and I'll be sure to try it out with Blobs and see how choke-pointy it ends up feeling with the current build of the mod :-)
1. No, In my opinion sm3 is not ready for mass consumption yet. It's getting there though.

2. No, I'm generally pretty good with heightmaps, and the lowpass option generally takes care of the things I miss, and with the help of f2, all things are possible :-) . Sure.

@ Noize Let it rest lol. Lathan is busy and I didn't feel like adding any of the current features that are available.


As far as strategy...

Well, all the metal is in the lowlands. The north has some high plateaus and generally more open area making it a double edged sword to defend.

The South is for the most part more rugged and much more easily defended, however the slight tradeoff would be rough terrain.

Kbots, URC, GD can quite easily traverse the terrain. Expansion is the key. While there is a lot of metal to be had, the terrain makes it an absolute necessity that you expand and hold territory.
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Looks great, reminds me of China somehow. Rice terraces. Looking forward to playing on it!
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

It does look very good! My only critisism is that you cant tell which bits are high ground and which bits are low ground on the minimap, it makes it hard to figure out what is going on where at times.
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Peekaboom
Posts: 94
Joined: 09 Mar 2006, 03:54

Post by Peekaboom »

Played a few bot games on this map. I really like it. There is a lot of diversity in the types of spaces that fights seem to occur, although versus real humans I suspect the choke points will get pretty ... well choked. The heavy tanks are useful for crushing rubble and getting through difficult areas, and the kbts behave nicely on the more treacherous terrain. VERY GOOD JOB! This is one of my (maybe 'the') favorite map that you've made.

If you revise it at all though, you may want to consider adding more player starts (for those who like to use fixed starts). I take it the map is meant to be played left/right, and not top bottom.
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Looks totally awesome.
I can imagine really nice battles on this one.
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