New map : Supreme Lake - UPDATE : SMALL (10x10) VERSION UP !

New map : Supreme Lake - UPDATE : SMALL (10x10) VERSION UP !

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silent303
Posts: 14
Joined: 25 Mar 2007, 11:38

New map : Supreme Lake - UPDATE : SMALL (10x10) VERSION UP !

Post by silent303 »

Hello all,

heres my new map called "Supreme Lake" size is 20x10

Nothing special to say, have a look and give me some feedback :-)
http://spring.unknown-files.net/file/26 ... ake_Final/


UPDATE : The "Dry" Version is out : (EDIT: The final "Dry Version" had a bug!)
Download this one instead:
http://spring.unknown-files.net/file/26 ... ke_Dry_v1/


UPDATE #2 : The Dry "Small" (10x10) (beta v1) Version is out:
http://spring.unknown-files.net/file/26 ... _v1_10x10/

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Last edited by silent303 on 02 Apr 2007, 18:05, edited 12 times in total.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

link dosent work bro
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silent303
Posts: 14
Joined: 25 Mar 2007, 11:38

Post by silent303 »

like i said, i cant post links as new user, you have to replace the "h**p" to "http", maybe a moderator can do this for me :?:
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

from the screenshots it looks good.
but empty, at least some trees would be nice.
also i think a map does not have to be 100% symmetric to be balanced.
gameplay wise there seems to be nothing that makes me go "ooh i want to try this as fast as possible"but i guess its ok too.
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silent303
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Joined: 25 Mar 2007, 11:38

Post by silent303 »

hi,
thanks for answer. cause its beta there will be some trees, objects, geos, grass in future relases, also there are no metall textures up to now.
Last edited by silent303 on 25 Mar 2007, 14:15, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Fixed the links for you.
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

looks very nice, kinda reminded me of a map called "dire straits" by agorm.
I think the map could use a bit more metal in the middle on the ground, hardly any reason to leave the base.
All that said, Very good job man, keep these maps coming.

EDIT: What size is this map?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Goolash_ wrote:
EDIT: What size is this map?
heres my new (beta) map called "Supreme Lake" size is 20x10
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silent303
Posts: 14
Joined: 25 Mar 2007, 11:38

Post by silent303 »

thx noize for fixing. i added the size later to the post, thats cause he cant know.
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

how are those slopes for hovers/pelis?
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Goolash_
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Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

FLOZi wrote:
Goolash_ wrote:
EDIT: What size is this map?
heres my new (beta) map called "Supreme Lake" size is 20x10
silent303 wrote: i added the size later to the post, thats cause he cant know.
You had me worried there Flozi, for a second i thought i was going blind :-)
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

very nice map, i like the skybox too

how about adding some trees and maybe a few more metal spots?
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drolito
Posts: 358
Joined: 06 Feb 2007, 09:44

Post by drolito »

Where find the map generator, men ?

Edit Drolito : it's good, i have find the answer ...
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Post by RogerN »

The layout looks promising. I assume that the water up north is shallow enough for land units to cross, albeit slowly?

I agree with the other comments that you should put more metal spots on the bridge to the south.
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

I liked this map when agorm made it.
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Whats this, you mean peole actully liked my map? Does this mean I should go back and add in the statues?

BTW, while obviolsy Its like my map it still looks prtty good. Plus mine was a hell of a lot longer... this is prob more sutible for less players, like 2 v 2.

aGorm
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silent303
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Joined: 25 Mar 2007, 11:38

Post by silent303 »

must say that i never have seen aGorms's map before i did this one :), i changed the metall layout more to the middle, now the map has trees, grass, geos and some moonrocks.

vehicle units can pass the upper water.
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RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Post by RogerN »

I'm a mapping novice myself, so take my advice with a grain of salt.

I think your trees would look better and give better gameplay if you made them more dense. Pack them really tight, in mini-forests or bands of dense trees.

There are several benefits to high tree density:

1. It looks more natural.
2. Forest fires (and the possibility thereof) can add another element of strategy, whereas a lone tree affects very little in the grand scheme of things.
3. Makes reclaiming trees easier
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LathanStanley
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Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

if done as a half, I'd give it 4 stars out of 5...

it needs features :P

but yeah, I've got a thorn in my side for mirrored or tessalated maps..

even rotational symmetry drives me nuts...

you have the talent and ability to do better, make it simmilar sure, assymetrical symmetry is ok... but to be identical... ugg.. its just.. ew.

other than that, nice map!
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

RogerN wrote:2. Forest fires (and the possibility thereof) can add another element of strategy, whereas a lone tree affects very little in the grand scheme of things.
For the love of all that is sane that is the exact opposite reason to use mass trees!!!!!

have u ever played Conqueror's Isle???

that has ur mass tree placement and any time one of the forests goes up the game lags to all hell.

Use trees sparingly for everyone's sake.
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