New Map: Greed Island
Moderator: Moderators
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Dead.Rabit
- Posts: 264
- Joined: 03 Sep 2005, 04:28
New Map: Greed Island
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
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.
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Dead.Rabit
- Posts: 264
- Joined: 03 Sep 2005, 04:28
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 =]
(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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Dead.Rabit
- Posts: 264
- Joined: 03 Sep 2005, 04:28
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?
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?
Re: New Map: Greed Island
i don't really see the point in this seeing as units already slowdown when in water no need to further handicap them...Dead.Rabit wrote: typemap specifies much reduced movement speed in water.
D.R
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?
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Dead.Rabit
- Posts: 264
- Joined: 03 Sep 2005, 04:28
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
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
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...
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...
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Dead.Rabit
- Posts: 264
- Joined: 03 Sep 2005, 04:28
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
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.
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.
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Dead.Rabit
- Posts: 264
- Joined: 03 Sep 2005, 04:28
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
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
