New map: Speed Balls Star 6 Way (for kernel panic too) - Page 2

New map: Speed Balls Star 6 Way (for kernel panic too)

All map release threads should be posted here

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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Even simple geometric maps are nice - look at the fun, bizarre stuff done for KP, or space maps. You don't have to be FA or IceXuick with gorgeously sculpted landscapes. But you balk at even adding ramps and some details and some change-ups to those Ball maps.... never mind that the Ball maps could actually be _good_ if you moved out of the Speedmetal mentality of "five seconds of work + infinite metal map".

The point is that your maps don't show a lack of skill, but a lack of effort. Picasso's early maps were abominations, but they showed the horriffic amount of hard work he put into them.

/not a mapper, has no business criticizing.
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smoth
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Post by smoth »

TradeMark wrote:Where do we need heights anyways? Just for making it "different" ? ITs just annoying to climb hills IMO.

Hills are usefull as this is a 3d game and being above units does give a range boost. (I think there is a thread in development or featurerequests about it) however, outside of range boost, most spring projects use the do not turn of the no shoot through friendlies. So that means that elevations give your troops vantage points to fire over allied troops increasing the amount of fire power you can release on the enemy. Hills also slow enemy troops a bit so chasing down something on top of a hill means your advance will be slowed. Also since hills effect movement speed units advances can be redirected or choked off by terrain.



Also the reason I have been whining about your massive pile of speedmetal type maps is:
Pxtl wrote:The point is that your maps don't show a lack of skill, but a lack of effort.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

while I don't play speedball, it seems like it was fun. It certainly got played more than all those artsy, intellectually stimulating, diverse, and brilliantly textured 80mb maps i see in this forum so often but never in the lobby.

maybe the mappers who are criticizing trademark for making a map people are actually playing should rethink their priorities?
Last edited by Boirunner on 04 May 2007, 23:03, edited 1 time in total.
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smoth
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Post by smoth »

Boirunner wrote:maybe the mappers who are criticizing trademark for making a map people are actually playing should rethink their priorities?


Since this was posted right after my post it is pretty obvious that we know you are talking to me. You people accuse me of trolling and you are the ones who do this sort of thing? I am sorry but you have no leg to stand on, I was friendly to you from the begining and you up and decided you do not like me because of some random urge in your head. Did you have to come in here and troll, no. However, you opted for it so where am I being a troll here and in what way does your post help trademark?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Actually boirunner was probably aiming that at me.

Boirunner, I do not care if people play on them or not. Enough said. Why don't you go ask picasso why he still maps for spring? His maps rarely get played. As I have 60+ maps out, my maps do get played, it's just not one played over and over and over again. There is plenty to choose from.
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Boirunner
Kernel Panic Co-Developer
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Joined: 05 Feb 2007, 14:24

Post by Boirunner »

Forboding Angel wrote:Actually boirunner was probably aiming that at me.
actually, no. as far as i can tell, you do your thing and let others do theirs - that's cool in my book. the guys telling trademark that he should stop making maps that i (and lots of other people) like were smoth, pxtl and kingraptor.
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

People played a lot of Big Game Hunters over better maps in *craft. That still doesn't mean that it didn't gut the economics of the game. Popularity != Quality. You don't dumb down the strategic variations possible in your gameplay to the lowest common denominator of your player base.

That said, people liked BGH, and people like speedmetal, and people will like the speedball maps. That's ok, and if this is where TM is comfortable, hey, awesome. He's a better mapper than me, and there is nothign wrong with making speedmetalesque maps. But there is nothing wrong with trying to encourage a mapper with non-trivial abilities to branch out either.

Sorry, went to rant mode there...
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

SpeedBall 16-ways plays awesomely great in Kernel Panic, your speeball maps have ok graphics, excellent gameplay (at least for KP), are very popular, but, yes, it's annoying to see UF map section being filled up that fast by what is essentially variants of the same map.

  • Try to make a new texture. If you are really too bad at drawing textures, steal them from http://images.google.com Try other color than grey too. Metal can also be rusty dark green, yellow, blueish, brownish, my favourite being rusty orange.
  • Few but well placed features can also really enhance a map.
  • Try to think of other shapes than disk linked by bridges. For instance, only bridges, but larger. Or make most of the map land instead of impassable, and with (====) shaped hole in it. I'm sure a speedsquare would be popular too! (albeit not really innovant) Or remove the bridge, and invert the obstacle/usable role, so that balls are the impassable.
  • The way you have edge falling in black water is nice, but what about a different kind of obstacle next time? Like walls, higher than the usable area, or bottomless pits (basically same as now, just higher difference between top and water (but some complains this cause camera and planes bumping issues)), or even, if you could, make the bottom place also usable, with some ramps between low ground an high ground! I know it may sounds to your ear as a crazy concept to not render 80% of the map surface unusable, but it can works! And gameplay wouldn't change that much if keep the usable areas separated by cliff, pits, walls, features, whatever.
Even simple geometric maps are nice - look at the fun, bizarre stuff done for KP, or space maps. You don't have to be FA or IceXuick with gorgeously sculpted landscapes.

The point is that your maps don't show a lack of skill, but a lack of effort. Picasso's early maps were abominations, but they showed the horriffic amount of hard work he put into them.
So true! However, some Picasso's late maps, such as the trench, are actually very playable! It's just hard to make people joining the battleroom download a 100MB map.


I don't expect you to make Forbodding Angel style rendered terrain, (anyway his early maps looked pretty in screenshots, but were completly unfit for playing on them).

All we want is a new texture and a new concept. Doesn't have to be more complex or more lifelike, just different. Speedball are starting to get overdone, time to move to something else, even while keeping speedball gameplay and simplicity.


Ever tried KillahDeathMetal? If you could combine the textures and features of that map, with the gameplay of your map, they you'd have a ZOMFG incredible winner map! I'm sure if you ask nicely, SinbadEV will hand you the necessary textures and permissions.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

zwzsg wrote: Ever tried KillahDeathMetal? If you could combine the textures and features of that map, with the gameplay of your map, they you'd have a ZOMFG incredible winner map! I'm sure if you ask nicely, SinbadEV will hand you the necessary textures and permissions.
Actually, I it says on the page that SinbadEV is just using textures from Nexuiz (whose textures are open for reuse) so as long as you go to the same source (download Nexuiz, rip textures) you don't need to bug him.
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TradeMark
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Post by TradeMark »

I dont like that map textures at all, they are too dark.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

If that is the only reason, about every image editor can change the brightness of an image. Or even simply use higher GroundAmbientColor and GroundSunColor in the map SMD.

You don't have the use the exact same textures, it's just an exemple of how to get pretty new tiling metal textures with little effort.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

TradeMark wrote:Where do we need heights anyways? Just for making it "different" ? ITs just annoying to climb hills IMO.
yeah, and who needs textures? like, the grey speedmetal texture does fine.
units? whats the point, only staionary defences are useful right?
resources? good maps have like 50+ M a mex anyway, so should just be infinte.
fog of war is stupid too, it would be much easier just to be able to see all the enemies stuff.
also, not knowing where the enemys stuff is coming from is crap, its much better for the map to be a long thin corridoor, and that way its more tactical like.

etc etc etc
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