New Map - Charlie in the Hills

New Map - Charlie in the Hills

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Dufus
Posts: 2
Joined: 21 Jan 2007, 04:28

New Map - Charlie in the Hills

Post by Dufus »

COULDN'T POST LINK TO MAP OR SCREENIES CAUSE I'M A NEWBIE. IT'S UPLOADED ON UNKOWN FILES SO JUST SEARCH FOR CHARLIE K GO!

First off all credits to creation of this map goto Ralphie. He's done a mighty fine job creating such a beautiful map. I just came up with the concept.

So what is the concept......we really set out to create a map that required solid team play rather than a series of 1 v 1 battles on a 4v4 map. We've added some innovative features to help with team play and gameplay.

This map is designed for a 4v4 battle but can accomodate 5v5 or 3v3. Ideally there should be two players who start up the front. One player who is semi-protected by a lake and has the most metal spots to build an uber economy. This player should also assist at the front lines, provide troops for air drops and defend against other air drops. Finally there is an elevated platform which will require the person who starts on it to go air. All players will need to work together to fend off attacks or provide the decisive blow.

One of the major thrusts of the map is to promote the extensive use of air drops (something which is greatly overlooked as a tactic these days). There are 4 zones for large air drops. Two for kbots, one for amphibious (and hovers if they could get airlifted) and one for vehicles. The terrain has also been designed to allow relatively safe passage for the transports and to avoid ground based anti-air. Middle is resonably open allowing for some nice tank engagements.

So please throw some feed back at us on ways to improve/change the map.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

I like the map, but the player starting positions could be better.
Player 1 is right next to player 2 ... You might think about giving
the players more room to expand.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

I particularly like the texture you used on the mountains, nice map.
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

great concept and very well done.
one thing though - the metal placement might be better... the entire sides are metal free and there's no metal in the unreachable areas for the air players to fight over.

but overall - seems like a great map which forces great team play to win. Good job.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New Map - Charlie in the Hills

Post by hunterw »

Dufus wrote:we really set out to create a map that required solid team play rather than a series of 1 v 1 battles on a 4v4 map.
i've never had a 4v4 really feel like that, but i digress

i want to play a match on this one soon, because i like the ideas a lot - particularly the airdrop spots on the outsides. the only thing i would recommend, as has already been said, would be metal spots out in the spiky mountain area for the air players to expand to and fight over. I might also make the mountains a bit less spiky...but not to where any land unit could walk around on them better than they already can.

i found about five places to build defenders (there are probably much more for building flak), but i bet AA structures will miss all the time since they have those spike mountains blocking their shots from all directions. also, planes fly over the mountains themselves varying their altitude constantly. having fighter aircraft battling groups of air transports might be weird due to this.
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Post by ralphie »

I left the sides with no metal to try and minimize its value; if there's no metal there players wouldn't be as inclined to defend it, thus leaving it a bit more open to air.

I tried a .nocost air fight on the mountains, they didn't see to have too much trouble shooting each other down.

That said the main use of air in games so far has been bomber spam :P

edit: ta for posting the links, apparently i need to post more before I can be a non-viagra selling spammer.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Great concept: Ive always wanted to see a dedicated air player on a sealed off portion of the map, and i love real team games.

You might have a problem with people fighting over the porc and air spot, especially noobs and speedmetal heros who try to tech to krog (a problem on tangerine). This is alleviated by the fact that a good player going on the front actually has, potentially, many more metal spots- if he expands fast enough (Which good players do).

It looks very vechy too. Adding kbot, hover, amhpib or ship routes and mex spots would add role diversification and increase the requirement of cooperation. Remember, almost half the units in the game area sea units! You like transports, but give hover, amphib and sea transports some love too! Those bodies of water arent really enough to encourage much use of hovers or amphibs- you need to cross that large expanse of flash-friendly landscape to reach them.

I can really see bombing raids pwning this map too. Those mountains help transports- but they are very close to the bases, and that also helps bombers!

Still, it looks fun. Ill have to play it and see if any of this speculation is true.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

Heh, sharp mountains there!

Will the next map be named Lucy in the Sky? :wink:
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Looks very nice.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Gave it a shot: It plays really fast, like somewhere between Comet Catcher and Altored.

Having the air player really adds another dimension to it. Usually air is 'optional'. often a second or third fac, so you arent sure when to build AA, and how much. On this map you know that you have a dedicated air opponent- so its an integrated part of your strategy. Bomber rushes are very effective, though ive yet to see effective use of the transport spots (Usually its too fast paced at the front for people to bother).
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Charlie? Doesn't that refer to vietnamnese people? :P
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

obviously not its that guy down the street from you :P
Dufus
Posts: 2
Joined: 21 Jan 2007, 04:28

Post by Dufus »

rattle wrote:Charlie? Doesn't that refer to vietnamnese people? :P
In a round about way. Americans called the Viet Cong, VC, which in military talk is Victor Charlie. Since then the term "Charlie" has been generalised to mean any "enemy".
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

I just noticed something

Image

this map should be rotated 90 degrees to the left, and be named HappyCow
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Post by ralphie »

I can't say I have noticed this previously :P
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

lol @ hunter's post.

The resemblance is shocking.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

this map is the own. should add a metal spot or two in the hills to benefit going air
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