New Map #67431 - Krom

New Map #67431 - Krom

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

New Map #67431 - Krom

Post by ralphie »

So the basic premises were:

A small map for a quick 2v2 game, where kbots would actually be useful (without recreating small divide)

The hills are basically a cloud filter, so I'm hoping the terrain is even enough not to give one side an advantage. From limited play thus far I didn't notice any huge problems. Though on the off chance someone actually plays it and finds it to be biased, let me know :P

I've left the middle passage metal free so porcing it up is less beneficial, and placing the emphasis on taking the hills.

As noted in the smd and download page, I used Lathan's rocks.

http://spring.unknown-files.net/file/2779/Krom_v2/

Image

Image

Image
Last edited by ralphie on 23 Apr 2007, 16:38, edited 1 time in total.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Ive seen a noob start in a pos just like that, then build a shipyard and use the sea transport to get his com unto the mainland. times like that when I lose faith in humanity.
it looks a good map, a bit dark though
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Too dark yeah. Can't make out much, the sun is shining right in my face.
User avatar
Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

The texture looks a bit muddy, but the concept is ace!
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

I .... R E A L L Y.... LIKE!!!!... this map....

like.... ALOT!....

:shock:

its got lots of possiblities, and lots of promise!!!!

meets all the requirements of goodness too!
1- not too much metal in turtlie positions... check!
2- multiple routes of attack!!... check!!
3- advance posts to defend that have seige capability! check!
4- irregular terrain and planned theme!! check!
5- metal deposits, visible! check!
6- not an exact mirror!! check!
7- not a "take the middle"!! check!
8- good in 1vs 1, and team! Check!
9- ffa, (kinda weak.. but I think it can work) Check!
10- features included! check! (could still use more.. though there isn't much really) what new feature you want?? you earned one!

tips to impove, little more detail on the texture itself, consider a "screen" overlay of a cracked detail texture, hand painted on... maybe even baked on bumpmapping, (ask forb how to do that, he's good at it!)

question- did you retexture my rocks??? if so, they look GOOD! :-)

this one gets a win in my book! :-)
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Now that it is night and I can see a bit more it looks promising.
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Nice map! Only thing that I dislike is the rock texture (a bit too blurred).
User avatar
ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Post by ralphie »

Cheers for the feedback, have update with a few changes.

I couldn't work out how it was too dark, it may be something that looks ok with my settings/monitor but not others, so I just ripped the sky/lighting from another smd... hopefully that solves it :P

I've gotten rid of the 3 minute texture job and replaced it with a 5 minute texture job... I think it looks a fair bit better, and ditched my custom detailtex which was making it seem pretty blurry.

(updated screens in first post)

And yes Lathan, it's your MoonRock features. My texturing methods were rather crude - filling the .tga with my rock texture. I was pondering what features I could add, but drew a blank. Cheers for the offer though :P
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Definitely good improvements.
mufdvr222
Posts: 681
Joined: 01 May 2005, 09:24

Post by mufdvr222 »

If you made the map in l3dt you may have the light settings too low in the "lightmap" settings, the default is "1", try 4 or 5 that should help.
Justin Case
Posts: 68
Joined: 16 Sep 2004, 18:08

Post by Justin Case »

I really like maps that are about fighting for the high ground. It is full 3d after all, so why not make use of it right?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Hm the first version had better coloring.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

make a bigger version for 4v4 :-)
Post Reply

Return to “Map Releases”