.:New Map:. Small Divide Remake
Moderator: Moderators
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Well, SWS is trying to ensure that it plays well on the vast majority of Spring maps, rather then requiring it to be played on a few 'SWS-only' maps that we'd release to get the game playing exactly the way we want it. This means that SWS has to be balanced more to be for mid-sized metal-heavy maps that are often the staple of Spring gaming (compared to the smaller low-metal maps which SWS1.0 played the best on).
The reason for this is basically because we want to give our players the largest option of maps to play - whereas we'd only be able to release a handful of SWS-specific maps. This way we effectively 'outsource' the rest of the map-making process to the Spring community.
This is fortunate because mappers are on the same end. They provide a pretty generically-useful map (with a few minor exceptions, such as the FF maps or KP), and we provide the content for people to play it over. Sevarnaya Industrial area was made as a generic map - it just so happens that 1944 looks and plays excellently on it.
I think it is important for mappers to keep their maps generically focused, as this is one of the strengths of the whole system. Once maps start to get very specific in the mods that they are designed for, you get nasty stratification of the community, and place a far larger burden on both mappers and modders.
The reason for this is basically because we want to give our players the largest option of maps to play - whereas we'd only be able to release a handful of SWS-specific maps. This way we effectively 'outsource' the rest of the map-making process to the Spring community.
This is fortunate because mappers are on the same end. They provide a pretty generically-useful map (with a few minor exceptions, such as the FF maps or KP), and we provide the content for people to play it over. Sevarnaya Industrial area was made as a generic map - it just so happens that 1944 looks and plays excellently on it.
I think it is important for mappers to keep their maps generically focused, as this is one of the strengths of the whole system. Once maps start to get very specific in the mods that they are designed for, you get nasty stratification of the community, and place a far larger burden on both mappers and modders.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
It's not even my map, I only released it cause swiftspear asked me to, so why would I really care? If it was my map from scratch then I might be arsed to care. I've had an extremely bad last couple of days. Maybe in the future I'll do something about it, but atm, I could care less.DemO wrote:This map looks sexy but OMGWTFBBQ at the trees tbh.
Oh, and AF made good points about how excessive numbers of trees can mess up aspects of gameplay for ALL mods.
Then again, you don't care Forb. MEH.
Shame.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Mr.Frumious
- Posts: 139
- Joined: 06 Jul 2006, 17:47
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Mr.Frumious
- Posts: 139
- Joined: 06 Jul 2006, 17:47
Props if you can hit 100 meg filesize. I think half the reason Castles was popular was that it was the only map you could download in a reasonable amount of time.Forboding Angel wrote:Mr.Frumious wrote:Next we need sexified remakes of Castles and Speedmetal, and we can have the pantheon of "OMG, people are still playing that map???" completed.
Just to be a smartass, I should redo castles ;p
Oh, Mars would be another "People still play that?"
The mountains should be darker I think, less grass, more rock.
Why the change to normal metalspot? In my experience the random "metalfields" made the game much more fun/faster because if a location was taken you could still build a mex "near it."
Redoing an old map is a good idea but for some reasons i like the old texture more, although this one has a higher resolution. It feels like you could see units better on the original map.
Why the change to normal metalspot? In my experience the random "metalfields" made the game much more fun/faster because if a location was taken you could still build a mex "near it."
Redoing an old map is a good idea but for some reasons i like the old texture more, although this one has a higher resolution. It feels like you could see units better on the original map.