Dead Reef v3 (+Dry)

Dead Reef v3 (+Dry)

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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Dead Reef v3 (+Dry)

Post by ralphie »

Editing and Bumping the old thread, didn't deserve a new one :P

I've released v3 - the sized has been axed to 22x12 (from 30x16), and the middle/metal changed a bit.

http://spring.unknown-files.net/file/2335/Dead_Reef_v3/

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I've also done a dry version, which un-amazingly is the same map without the water. Some slight adjustments to the height map, and it turned out a pretty decent map for a 20 minutes job :shock:

http://spring.unknown-files.net/file/23 ... _Reef_Dry/

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PS: Apologies is the images are too big... get a new monitor :-)
Last edited by ralphie on 13 Feb 2007, 15:50, edited 3 times in total.
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

Something completely different :shock:

Here's my $0.02:

1. Provide F2 maps for all the units that will be used (comm, basic ship, hover)
2. Metal spots on texture map
3. Open up the two hovercraft starts from behind
4. Since the comm is amphibious but can walk up steep slopes, I'd say to give a couple of ramps that only the comm can transverse to get out of the seaplane start.


To answer your questions, then:

1. No, comm ramp only
2. Yes
3. Maybe...but if so, scale it to 3/4. Remember that the map dimensions have to be a multiple of 2.
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VonGratz
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Post by VonGratz »

Very Good!
Please only change the commander initial positions.
VonGratz :wink:
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Screenies from UF:

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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

Nice textures and nice color scheme over all.
Looks excellent.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Looks very nice. Only complaint I have is that even a dead reef will have a fair amount of green in it (in real life), from sea plants.
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ralphie
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Post by ralphie »

edit
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ralphie
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Post by ralphie »

bump, original post changed.
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Pxtl
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Post by Pxtl »

Tell me you got rid of the "Seaplane starts" - start points that involve a very high-level unit that most mods don't include seems insane to me. Otherwise, the map is gorgeous.
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LBPB
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Joined: 25 Aug 2006, 10:27

Post by LBPB »

looks amazing.
good job for both versions
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ralphie
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Post by ralphie »

Pxtl wrote:Tell me you got rid of the "Seaplane starts" - start points that involve a very high-level unit that most mods don't include seems insane to me. Otherwise, the map is gorgeous.
Yep, it's all open now. Although that start point does still have more metal spots... nothing like a fight between team mates for the best spots :-)
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Goolash_
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Post by Goolash_ »

I must say that the dry version is EXCELLENT! IMO it's the best map to be released in a long time. it's the perfect map for 5v5 - it has use for both vehicles and bots, it's not porcy but you can still defend your base, it has excellent pace with constant battling at each tech level and to top things off - it really encourages team play and specialization by players (and by that i mean that if you go vehicles which is a good move if you're on the front line your flanks are totally open to bots and you need the back player to guard you with either air or bots).

Anyone who wants big land battles that don't concentrate around a few choke points this is THE map for it. And on top of it all, the map looks great and has original texturing and design.

Bloody Brilliant, keep up the good work.
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