New map: Divided Beaches

New map: Divided Beaches

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Like it? (winhout considering the lack of features and textures since its not yet ready

Yes!
3
23%
No!
10
77%
 
Total votes: 13

manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

New map: Divided Beaches

Post by manored »

Image

The map is not yet ready (and not being released now), so dont yell at me because it doesnt have textures or features :wink:

Some things that cannot be seen in a screenshot:
*Its made for 4 players but it probaly can support more if everone occup a little less space
*wind speed is 5-20
*Tidal strengh is 10
*Metal is equally distribuited around the entire map, with a extractor radios of 200. A metal extractor in full work gets around 2.5 metal points.
*hardness is 500
*for some reason then ai.ddl is placed in one of the lower beaches it makes just 2 solars and then stops. No idea of why this happens but I already say it happening on other maps.

It probaly will take around 2 months to be finished because im going to do a looooooong trip :wink:.

What you guys think?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

It's a start.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

:-)
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

:-) ... ops, double post
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

I think you should play around with making maps a lot more before you release your next map. The two I've seen look like something you should have created while learning how mapconv works; not something you want the public to see.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

But the public like first-time maps! Look at speedmetal!
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

ZINGGGGG!
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Strategia
Posts: 575
Joined: 06 Apr 2006, 18:32

Post by Strategia »

Well, personally, I think that it is A Good Thing (tm) that mano's releasing his maps to the public at this point. This way, the General Population (tm) can comment on them already, and he can get a feel for what works and what doesn't. Plus it keeps kindling the desire in me to take up mapping myself :)
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Unhappyfull in the next two months I will be in a place internetless and with a slow computer (too much for spring) what means that I will not be able to make maps. You guys wont see the final version of this map before new year. :roll: (unleash I sundently decide to waste the entire day of tomorrow finishing it but I dont think so)
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Why not spend a little more than 5 minutes making the next map? Like a few hours?
Please have some self-critique before asking critique from others.

It's not the worst thing in the world now, but it could be better that way. Cheers, I hope you become a nice mapmaker.

Btw the AI stalling is because of Krogothe's metal AI (which the AI:s use) not working very well except with traditional metal spot metalmaps (like comet catcher).
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

bamb wrote:Why not spend a little more than 5 minutes making the next map? Like a few hours?
Please have some self-critique before asking critique from others.

It's not the worst thing in the world now, but it could be better that way. Cheers, I hope you become a nice mapmaker.

Btw the AI stalling is because of Krogothe's metal AI (which the AI:s use) not working very well except with traditional metal spot metalmaps (like comet catcher).
I wasted a few yours. This is not the first version of it and neither the last one. I recompiled it at least 5 times just to get pleased with the metal gathering speed and much more to get pleased with the shape of the map.

And if I puted it there, this means I like it. How could self-critique possibly save me from showing it to the world? :wink:

And thanks for the info.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

You should either make the map symetric or make the asymetry have a reason. Having the map slightly asymetric like that just makes it obvious that you didn't want to bother mirroring it.
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

Perfect symetry doesnt make a map look natural.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

no-one who actually plays spring cares about how natural a map looks. its all about the gameplay.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

What I mean is, it doesn't look natural like that. It looks draw, with a brush, in a graphics editor. You should either A make a map totally symetric and thus balanced, or B, actually map the map asymetric enough to look natural. Right now, it looks like neither.

Edit: I don't mean to sound so harsh, I think it's excellent that you want to start mapping, we always need more content creators. The above really is meant to be constructive criticism and not a putdown.
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