New Map: Greed Island

New Map: Greed Island

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Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

New Map: Greed Island

Post by Dead.Rabit »

Greed Island -v2

download link:
http://spring.unknown-files.net/file/29 ... sland_-v2/

Greed Island -v1

download link:
http://spring.unknown-files.net/file/29 ... sland_-v1/


notes:
36x36 map
typemap specifies much reduced movement speed in water.

the texturemap isnt much to look at, and no features. i tried to focus much more on making the map playable then visuals.
i plan to remake the texture soon, however ive barely half finished my climate. but it shall be done, aswell as some custom features aswell.

on that note however, im going to wait until i see how the map is played on before placing the features.

anyway, enjoy. comments replays & tips welcome.

pics
http://i3.photobucket.com/albums/y97/jo ... een048.jpg - general
http://i3.photobucket.com/albums/y97/jo ... een045.jpg - height
http://i3.photobucket.com/albums/y97/jo ... een042.jpg - metal

thanks for reading
D.R
Last edited by Dead.Rabit on 09 Jun 2007, 16:27, edited 2 times in total.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

Looking good, although i have one problem/suggestion.
I would be inclined to go t1 sea on this map, and if i did, where would i get my metal from? Methinks some metal in the sea could be a really good idea.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

i just realised that the ocean is too shallow to support boats

(my bad i was changing the height settings so that all units could pass through and forgot to check that boats could still work)

so technically thats not a problem =p

however im gonna fix this in the next release, which is halfway through rendering the texture, still havnt done the features, but altored the heightmap to allow for boats.

ill also add metal to the sea.

D.R =]
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Just make sure you add it with care. I like the idea of this map.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

im not sure how im gonna add the metal yet, im welcome for suggestions.

its intended to be a 3 vs 3 map, so i was thinking 2 underwater patches per player

i.e. 12 evenly distributed underwater metal points.

does that sound reasonable, i think i made the land a little too metal rich, i think im going to make it so each metal patch is 2 metal.

any thaughts on the matter?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

is it really 35x35... i don't think that is possible/...
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

sorry its 36x36 my bad
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Actually, a swampy map like this would be interesting. Only small boats would be useful, with the water areas forming a natural barrier due to unit slowdown. Maybe consider that for a 16x16 version of the map.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

make it 16x16
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Neddie
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I like large maps, release an alternative at 16x16 as well if you wish, but keep the large one.
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

As far as I can see hovers are superior to ships in this map in every aspect... maybe I'm wrong though.
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Neddie
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Goolash_ wrote:As far as I can see hovers are superior to ships in this map in every aspect... maybe I'm wrong though.
Look, they're like that on most maps.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Re: New Map: Greed Island

Post by j5mello »

Dead.Rabit wrote: typemap specifies much reduced movement speed in water.
D.R
i don't really see the point in this seeing as units already slowdown when in water no need to further handicap them...

also correct me if im wrong but in ur initial metal map pic does the south have 3 three-patch groupings while the north only has two?
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

aye but hover plant cost almost as much as a lvl 2 factory, and the guy that chooses lvl 2 wins.

ships also dont slow-down in the water.

hovers in the next release move at 0.75 speed everywhere
outside boats theyre the fastest thing on water, but on land theyre the slowest

iv redone the texture swampy style, (thanks for the idea)

when its finished (probably later today)
ill upload it as
Greed Island -v2

D.R
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Goolash_
Posts: 201
Joined: 25 Nov 2006, 16:26

Post by Goolash_ »

Mod BA 5.4
L1 arm vehc lab = 743m
Arm Hover lab = 955 metal
L2 arm vehc plant = 3372 metal
L2 arm Shipyard = 4290 metal

build vehcs, recalim lab, build hovers (955-743=212), 212 metal more than a vehicle lab.

If you'll slow down the hovers maybe people won't choose them but to say that the hover lab is expensive as an l2 plant is just so wrong...
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

ah i appologise im an XTA player.

L1 = 600~
hover = 1900~
L2 = 2500~

D.R
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Is there any way to make the slope onto the islands too high for hovers but still low enough not to prevent transit of other units?

Maybe if hovers were chokepointed so that they could only get onto and off of each island at one passage, it would make them not pwn all.

Doing it with typemap would be counterintuitive IMO and would cause more problems than it solves.

+1 to the call for a 16x16 version. 32x32 owns my computer.
Dead.Rabit
Posts: 264
Joined: 03 Sep 2005, 04:28

Post by Dead.Rabit »

ok Greed Island -v2 is in mapconv at the moment.

what ive done

added hills
added features - all by Lathan stanley
completly redone texture for swamp style
changed .smd to suit swampiness
added underwater metal points
shipyards can now be built in deeper sections
units still pass through water-slowly
added grass
redone metal map & metal balance
removed contour lines
each L1 mex (XTA) gives 2.7 metal.

i think thats it for the release notes, ill add the download link in the next half hour or so

also ive started work on a 16x16 version
D.R
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