New map - Tangerine - Page 3

New map - Tangerine

All map release threads should be posted here

Moderator: Moderators

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

Post by Forboding Angel »

Or to make rocks not so much pof a bugger, simply give them a 2k(whatever value you want really) energy yield, that way it takes longer to reclaim them and gives less metal in the short period of time.

Take a look at any of my maps that have Tiberium for a good example (e.g. Industrial Mountain).

If you would like help (cause all of your "Problems" really aren't a big deal, and with a little instruction you could be saved boatloads of time and frustration), just ask. :-)

BTW solid archives aren't all that huge of a deal usually, it's just an oops (that would generally need a new version at some point), not that huge of a deal. Just makes the map load a bit more slowly in the lobby.

A good example of this being Evergreen_Haven-v03. It is a solid archive, has a metric asston of downloads, and not once has anyone complained (I've recently released a new version that is much more cool, but, meh).


Seems as though you're beating yourself up for things that really aren't a big deal. It's your first map! It's become quite popular in a short time period which is a good thing (see: SSB resemblance). So chill a bit dude, you're doing well, just fix the small stuff as you go along and learn from it :-)
Synsless
Posts: 20
Joined: 17 Dec 2006, 05:49

Post by Synsless »

The metal was my first complaint to hunter when he first made the map, the biggest reason I don't like it is because it forces certain play patterns, and I like maps that encourage playing uniquely...

That said, I still like this map a lot better than SSB, and it's still fun to play =)

Edit: The solid archive was a problem because people that took too long to load were getting disconnected, so like 90% of people could load the map in time but often there was 1 or 2 people who would get disconned =(
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Don't misunderstand, I didn't mean that the solid archive shouldn't be fixed, I was simply trying to say that it wasn't a damning offense.


After having looked at the map some more I have a few suggestions.

First thing that caught my eye was the sandline. It looks as though you used a color range selection in photoshop on the heightmap to lay the sand texture (which is what I generally do). It's really bothersome that the sandline and the waterline don't match up, by about 10 - 50 units it looks like.

I would suggest lowering the max height of the map by like 30-50ish. That should make the waterline match up better.

2nd thing that bugs me is the feature(rock) placement. It seems kinda haphazard. There is a boulder sitting on what is basically the side of a hill and just doesn't look right.

The other niggling thing in the back of my mind is that the rocks don't seem to match the map very well. With the combination of the sky colors and the ground texture colors, they just seem out of place to a degree. You might pull the rocks texture into photoshop and use the image adjustments> variations tool, to make it slightly more suitable.

Last thing. You should set your fog distance tag to 0.7
Any less than that and the fog obscures overhead view, which is annoying to say the least.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Last thing. You should set your fog distance tag to 0.7
Any less than that and the fog obscures overhead view, which is annoying to say the least.
EVen so, i think a few maps it would be more appropriate for thick fog. Heavy snow maps, Aka Cheap Blizzard effect! Mars dust storms with red fog! Or just a simply map called foggy lake with somewhat thick fog, so you cant see very far, that way people will be actually aware of this system in spring. I do not say this map needs fog, but i'd really like some foggy maps, itd make good eye candy!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

And horrible playability.

Do you really want to have to zoom in really far to be able to control your units? Plus, imagine trying to micro during a battle.

Your thoughts may sound cool in theory, but in practice they are very poor.
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

Dont over simplify, some people might actually want the challenge of fog, and im not talking about blinding fog that you have to zoom in to see the pixels on a 3d object!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Noruas, I'm not trying to be mean, but you really don't understand what you are talking about.

If you want a better understanding unpack a map, and put the files in an sdd folder, and play around with the fogdistance tag.

You seem to think that there are great way to control the fog... Well, there isn't. It's either here, kinda here, or not here at all.


I'n your terms it would be, either not enough, or too much.
User avatar
Candleman
Posts: 433
Joined: 08 Sep 2005, 07:30

Post by Candleman »

Image

Best TA-based-mod shot I've seen in a while.

Map is awesome, by the way.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

On the rocks: even 2000 metal is enough to go tech2. Going eagle and sucking up rocks early gives you a huge start. Flop has this down to an art, he does it every game and then waltzes in with brawlers and murders everyone. It hasnt failed once.

Its a shame, because its a real nice map, with all the potential for amphibs, hovers, and even ship combat. This strategy just dominates it though.
User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

Saktoth wrote:On the rocks: even 2000 metal is enough to go tech2. Going eagle and sucking up rocks early gives you a huge start. Flop has this down to an art, he does it every game and then waltzes in with brawlers and murders everyone. It hasnt failed once.

Its a shame, because its a real nice map, with all the potential for amphibs, hovers, and even ship combat. This strategy just dominates it though.
why dont you stop him from doing it then.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Saktoth wrote:On the rocks: even 2000 metal is enough to go tech2. Going eagle and sucking up rocks early gives you a huge start. Flop has this down to an art, he does it every game and then waltzes in with brawlers and murders everyone. It hasnt failed once.

Its a shame, because its a real nice map, with all the potential for amphibs, hovers, and even ship combat. This strategy just dominates it though.
If you insist on not making AA I'm sure it is easy. What is your air player doing anyways?
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

all it takes is a couple of jethros and he can't steal all of your rocks. btw, press f2 when you have a jethro selected, you'll notice a very good place you can put one...

also, your team needs to be doing the same thing (one person going air from the start, eating as many rocks as you can).

i've seen a huge variety of strategies win on this map. if anything, i'd say a big group of hovers is probably one of the best things you can spend those rocks on. the same goes for SSB.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

hunterw wrote:all it takes is a couple of jethros and he can't steal all of your rocks. btw, press f2 when you have a jethro selected, you'll notice a very good place you can put one...

also, your team needs to be doing the same thing (one person going air from the start, eating as many rocks as you can).

i've seen a huge variety of strategies win on this map. if anything, i'd say a big group of hovers is probably one of the best things you can spend those rocks on. the same goes for SSB.
This man speaks wise words.

The one time I managed to use rocks before my teammates managed to hog em all I managed to have a VERY smooth hovercraft start.

30 fast attack hovers at 10 minutes in-game, sadly - I crashed out of the game due to power supply overheating problems :P (I didn't realize my fan was bOrked).
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

The new pics in the OP... THAT is how to promote Spring. Best screenshots in a long while.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

bump for new screenshots from a very good game.

BTW, is there any way to get rid of the scribble and added points in replays? i want to take better pictures, but i can't since there's OMFG ATTACK HERE added points in the middle of every badass battle...

i'm having to make do moving the camera around until all that crap is hidden out of the scene.

Image

Image

Image

Image

Image

Image

Image
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

One of those Screens should made it into the Screenshotsection...
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Just erase it as you would ingame.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

How'd you do that?
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

~ + rightclick
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

`instead of ~ on UK mapped keyboards
Post Reply

Return to “Map Releases”