New Map: Charlie in the Hills v2.1

New Map: Charlie in the Hills v2.1

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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

New Map: Charlie in the Hills v2.1

Post by ralphie »

The main point of this release is to fix some long standing issues - primarily, how overpowered windmills were, and to fix the amateurish texturing (it was my first map afterall :P )

v2 Change Log
=========
Remade from scratch, so it all varies slightly from the original. Main changes include:

*Greatly reduced windmill reliability
*Added rock features to reclaim (features by LathanStanley)
*Improved texturing
*Added a small water path on the left to allow for various tactics
*Spaced central geovents apart

=========

I spent alot of time trying to get the mountains to not look awful while still being completely non traversable - that's about as good as I can get them :P

Also, there may be too many rocks to reclaim, I haven't been able to test it yet as i've been offline for a week. Time will tell...

Image

Image

Image

Image

Overall it's not particularly good looking, but it's good enough for me :wink:
Last edited by ralphie on 24 Dec 2007, 14:03, edited 2 times in total.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map: Charlie in the Hills v2

Post by BaNa »

Sweet, I like the original Charlie, awesome to get a nice-looking one at last. What are the wind values?
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: New Map: Charlie in the Hills v2

Post by ralphie »

2-22 now, from 10-25.

I've also noticed I messed something up - tidals ended up at being 5. So another release to fix that is annoying :P
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Re: New Map: Charlie in the Hills v2

Post by DZHIBRISH »

Great,its good when good maps get a facelift.Awsome work.
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hunterw
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Re: New Map: Charlie in the Hills v2.1

Post by hunterw »

now it looks even more like a happy cow
Skid
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Joined: 18 Sep 2007, 04:06

Re: New Map: Charlie in the Hills v2.1

Post by Skid »

Will download, looks great.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: New Map: Charlie in the Hills v2.1

Post by Saktoth »

Be careful with rocks. They can totally screw up the maps economy, leading to a massive glut at the start of the game. But they make an air start much more viable (since air has crap econ and the only thing it does well is reclaim), especially if they are in hard-to-reach locations. On a map with a dedicated air spot this is a good idea.
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kiki
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Re: New Map: Charlie in the Hills v2.1

Post by kiki »

Dling, nice job
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ralphie
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Joined: 08 Jan 2007, 08:39

Re: New Map: Charlie in the Hills v2.1

Post by ralphie »

hunterw wrote:now it looks even more like a happy cow
It was actually intentional this time :P
Skid
Posts: 21
Joined: 18 Sep 2007, 04:06

Re: New Map: Charlie in the Hills v2.1

Post by Skid »

Is it intended that some of the mountains are flat on top? it adds some interesting gameplay with air constructors or air drops of constructors, but if so, there are considerably more flat areas in the north east areas of the map than southern ones. I have yet to determine which side this is an advantage to though.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: New Map: Charlie in the Hills v2.1

Post by REVENGE »

Yay, finally another awesome map to knock of DsD's game counts... :roll:

Seriously, Charlie is a great map.
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: New Map: Charlie in the Hills v2.1

Post by ralphie »

Skid wrote:Is it intended that some of the mountains are flat on top? it adds some interesting gameplay with air constructors or air drops of constructors, but if so, there are considerably more flat areas in the north east areas of the map than southern ones. I have yet to determine which side this is an advantage to though.
The hills are a basically a randomly generated filter. At least half the time I spent on this version was on the hills - trying to get a balance between not being horribly spiky, yet still non-traversable. By the time I stumbled upon the method I used, I'd had enough and decided to stick with it, flat bits and all.

So no, not intended. I hadn't really even thought about it. I guess they could whack more AA up there than the bottom team could. But i'd hardly say its game breaking. :P
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: New Map: Charlie in the Hills v2.1

Post by AF »

reupload your images!!!!!
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: New Map: Charlie in the Hills v2.1

Post by ralphie »

yay for UF arbitrarily removing all the screenshots

(re added)
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hunterw
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Re: New Map: Charlie in the Hills v2.1

Post by hunterw »

ralphie wrote:yay for UF arbitrarily removing all the screenshots

(re added)
yea i quit uploading images to uf a long time ago
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smoth
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Joined: 13 Jan 2005, 00:46

Re: New Map: Charlie in the Hills v2.1

Post by smoth »

this updated looks pretty good. In fact I will download it.
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