Rust Valley Beta

Rust Valley Beta

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Goolash_
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Joined: 25 Nov 2006, 16:26

Rust Valley Beta

Post by Goolash_ »

http://spring.unknown-files.net/file/24 ... lley_Beta/


ever since i saw the metal climate (thanks to FA and mufdvr) i wanted to incorporate it into a map so here's my attempt at it. When i made the map i intended for it to be played left vs right but it's obvious to me that everyone will play it top vs bottom which will make it quite porcy. This version is a beta but it has everything (including metal spots :-) ), it has no features at all but that's on purpose (rocks don't quite fit and i didn't want geos or trees).

it's 12x12, vehicles cant climb down, metal in the middle is good but not too good (about 2.3m for 100 radius mex).

Goolash.

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vehicle map:

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knorke
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Post by knorke »

That looks cool.
Better than the "flat landscape with random hills" type of maps.
Maybe the "towers" in the middle could be reduced to 50% because they seem really very high. Doesnt this mess up aircrafts and units shoting up/down? I hope I get a chance to play this soon.
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Peet
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Post by Peet »

Nice pic of the gurdiabn on the hill :)
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LordMatt
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Post by LordMatt »

The metal map texture for metal is a cool idea, I haven't seen it before. Too bad the map looks ready-made for porc battles. :-(
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NOiZE
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Post by NOiZE »

Looks pretty kool, but why are those poles black?
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hrmph
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Post by hrmph »

Nice map! I've actually made some unreleased stuff that looks eerily similar to this (desert and metal texture). I have to agree with noize, you should do something other than black for the sides of the platforms. I know it will look a bit stretched but with some trial and error you can get it to look good.
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hunterw
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Post by hunterw »

P3374H wrote:Nice pic of the gurdiabn on the hill :)
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Goolash_
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Post by Goolash_ »

NOiZE wrote:Looks pretty kool, but why are those poles black?
cause that's how the sides of the metal platforms look, i think at least... :?
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rattle
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Post by rattle »

They're from africa!
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Pxtl
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Post by Pxtl »

Love it. Love the concept to death.
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Argh
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Post by Argh »

I think it'd be better with ramps on either side that vehicles can traverse- it'd add another route of assault and make things very interesting in terms of long-term vs. short-term defense. I think it'd be too easy to porc on this map as it's currently designed. And the black columns look really weird... maps using extreme geometry like this really should start using SM3 imo...
Daan

Transport route

Post by Daan »

I agree also with earlyier post those blackness could be metal texture also. I love this concept when i saw it it did me in first place think a bout one of the intercepting transort missions in Total annhi. very cool looking

res
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smoth
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Post by smoth »

could you make a version of this with the valleys in the shape of a giant H or sqaure? I really like the way the trench is. I just hate that it is just a straight trench. A square or H shape would be awesome.

Keep up the good work.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

+1 to V traverable ramps. im guessing this map would be best played west vs east..
imbaczek
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Post by imbaczek »

+1 on ramps. maybe make them diagonal or parallel to the trench instead of the obvious perpendicular way? also, are you using a typemap to specify metal hardness? there are craters on screenshots, and IMHO they shouldn't be there.
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NOiZE
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Post by NOiZE »

Kinda looks like Fallen Empire, you know that C&C Generals map.
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Goolash_
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Post by Goolash_ »

Argh wrote:I think it'd be better with ramps on either side that vehicles can traverse- it'd add another route of assault and make things very interesting in terms of long-term vs. short-term defense.
Smoth wrote:could you make a version of this with the valleys in the shape of a giant H
I really love those 2 ideas, I'm planning on making the valley H shaped and having the parts of the H which are not the middle line have vehicle ramps at the end of them so vehicles can access the valley from it's sides.
imbaczek wrote:also, are you using a typemap to specify metal hardness?
Aren't typemaps evil? everyone keeps saying that typemaps should not be used. I can just make the whole map very hard but then the sand won't deform... guess i need some help with typemaps.

Seeing how the Second semester in the university just started yesterday, i don't know how much time it will take me.
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Goolash_
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Post by Goolash_ »

NOiZE wrote:Kinda looks like Fallen Empire, you know that C&C Generals map.
Never played generals, if it looks similar it's just coincidence...
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Masse
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Post by Masse »

i once had map idea kinda similiar
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the idea was that ages ago a meteor hit the planet and revealed the metal ground and meteor is still in the middle
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Goolash_
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Post by Goolash_ »

http://spring.unknown-files.net/file/24 ... Valley_V2/

I've redone the map sticking to the same basic concept and textures.
12x12, 4-8 players.

changes:
- H shaped valley, vehicles can climb the sides (see vehicle accessibility map).
- Less metal on the high grounds making it near impossible to win without leaving your base.
- Lower towers in the middle.
- Brightened the black sides of the towers in the middle.

Granted the map is still somewhat porcy, but it's the nice kind of porcy. the war middle in the middle resmbles metal heck matches a lot. Plus i like the added risk that your economy is at your front line making it hard to keep your mexes un-harmed.

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Vehicle accessibility map:
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