Rust Valley Beta - Page 2

Rust Valley Beta

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

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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Mind taking the accessibility map with xta vehicles as well? It'd be nice if the ramps worked with both mods.
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

hmmm.... didn't know XTA has different accessibility values. I'll do it tommrow - now it's time to sleep :-)
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Hmm looks like a nice improvement, I'll have to give it a try sometime. :-)
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I like, I like.
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Best map you'be made yet Gool, nice work.

Although, i don't really get the metal allocation: North has an extra metal spot on top ground and on both sides if you start in the middle (which is more protected to attack by the steep edges) you get more metal spots strangely.

Very nice though, I'll actually play this map. :D
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

Thanks for the kind words demo.

About the metal, count again :-) both north and south have exactly the same amount of metal spots. About the middle player having more metal spots it's because if you build a guardian on the edge of the hill the middle player can cover almost all of the middle with the guardian and the opposing middle player can only get 3-4 mexes in the valley.
My prediction is that in most games the players in the sides will fight it out constantly while the middle players porc a bit and prolly tech up, but if the middle player decides to help out one of the sides that can be very surprising...
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

GD units in e&e can go everywhere which makes it a bit unbalanced I think..
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

knorke wrote:GD units in e&e can go everywhere which makes it a bit unbalanced I think..
Hardly. GD doesn't go anywhere fast. Any decent URC player on a map like this can massively outflank a GD player. However, on terrain like this, if attacked head on GD will pwn massively. That's the way it's supposed to be.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

There are reasons why almost every team is mixed between URC and GD despite the map terrain.
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