.: New Map :. Tikal Road

.: New Map :. Tikal Road

All map release threads should be posted here

Moderator: Moderators

How is Tikal Road?

Omg, Hawt Secks! O_o;;
12
52%
Tis an improvement over recent offerings.
1
4%
Unbalanced! :P
1
4%
Made of Fail >_<
9
39%
 
Total votes: 23

User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

.: New Map :. Tikal Road

Post by Quanto042 »

Well here is the one discussed in the Tangled Isthmus Thread.

Aztec Inspired, this map uses a custom climate made to look much like the Lush world in OTA. It makes use of custom features by Lathan, Smoth and aGorm. As well as one of Smoth's excellent Skyboxes.
The water is extremely shallow, more for looks than anything else.

Map Size: 14x6
Mex: 1.7 per
6 Geovents
Wind: 2-21

Meant for 2v2 matches.
Water depth is only at -15 which is waste level for most T1 Kbots.

I can not currently upload the map to UF, I would very much appreciate it if someone were able to do so in my stead >_>

Screenshots & Minimap:
Image

Image
Image


Non-UF Maplink:http://76.163.209.17/downloads/Tikal_Road-V1.sd7
Last edited by Quanto042 on 21 Jan 2008, 01:39, edited 1 time in total.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: .: New Map :. Tikal Road

Post by Das Bruce »

WHY DO YOU HATE MY EYES!?!?!?
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: .: New Map :. Tikal Road

Post by hunterw »

quanto may hate your eyes but hes good at layouts
User avatar
HeavyLancer
Posts: 421
Joined: 19 May 2007, 09:28

Re: .: New Map :. Tikal Road

Post by HeavyLancer »

The only thing I dislike about the map is the mushrooms. Other than that, excellent job.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .: New Map :. Tikal Road

Post by Gota »

The poll is made of fail.
I personnaly dont like the texture but ill sure be testing it for gameplay.
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: .: New Map :. Tikal Road

Post by Quanto042 »

Heh, I figured that I was taking a risk with the color choices, but it was a risk I was willing to take.

I personally prefer cartoony color schemes, so I imagined it would be a love/hate kind of map. But I have no intentions on changing color scheme. So, Bruce, I'm afraid your eyes will continue to hurt? Perhaps you should wear goggles?

Beyond that, feature placement, and metal layout are open for suggestion/changes.

I look forward to Gameplay reviews :D
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: .: New Map :. Tikal Road

Post by smoth »

Reminds me of those wild TA maps that had all kinds of bright colors.

it is very cool and creates an alien planet look. Kinda refreshing but not near as weird as picasso's maps, which were always too out of place.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .: New Map :. Tikal Road

Post by Gota »

Picasso's maps,if im not mistaken,had unplayable hightmaps.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: .: New Map :. Tikal Road

Post by NOiZE »

The features look so out of place :(
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: .: New Map :. Tikal Road

Post by Sheekel »

NOiZE wrote:The features look so out of place :(
this
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: .: New Map :. Tikal Road

Post by Argh »

It's an alien planet. Where Alice occasionally hangs out with the Cat.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: .: New Map :. Tikal Road

Post by Das Bruce »

'Colour scheme' is not an excuse to use a terrible OTA ripped texture.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Re: .: New Map :. Tikal Road

Post by Fanger »

Yeah, alien planet or no.. Im afraid I an only describe this map with one word.. Gaudy.. the colors of both the features and the ground texture and detailing.. all clash in a way that makes me cringe sad to say. I think the color palette needs a reworking.. Muted Green blues with bright orange purple and browns with some black does not go well together with massive brightness..

Also I think "LOL ALIEN PLANET" is never a good excuse for clashy colors..

I mean this in a pleasant manner..
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: .: New Map :. Tikal Road

Post by rattle »

smoth wrote:Reminds me of those wild TA maps that had all kinds of bright colors.

it is very cool and creates an alien planet look.
^

Alien plants or jade. Still cool.
User avatar
kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: .: New Map :. Tikal Road

Post by kiki »

idc about colors i liek it :0

cute shrooms
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Re: .: New Map :. Tikal Road

Post by Quanto042 »

Well, I'm currently reworking the features and attempting to optimize the file size. Hopefully when I am done, it will be less Gaudy, however, the terrain texture will not be changed. After spending 5 hours working on it, I simply refuse to be swayed two or three individuals (or even if it is a popular opinion!)

In play tests, the largest complaints have been with the metal distribution (not with the Mexes, but rather the features, so that is definitely going to be tweaked.)

The shrooms will stay. (I like shrooms!)

Other plants, will be altered/added to better match the color scheme established in the texturemap.

Expect further updates late in the day.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .: New Map :. Tikal Road

Post by Gota »

If you make a color scheme that people dont like dont expect the map to be played much.
Good gameplay is important but looks matter as well.
You can leave the texture as it is but imo remove all bright trees and remove all features.
That texture doesnt look like grass or anything alive.
If you want there to be features your safest bet,imo are grey rocks.
I suggest,besides of possible pale features to add a metal texture and make it look like under the green coating it is all metal.. like a piece of wall where the color layer fell off and u can see the naked wall(metal in this case).
Thats how the metal should be,not just small spots,make big patches of metal that supply less metal instead of regular round small spots.
I dont know if it is possible but the features could be big pieces of metal,if that is possible.
Il add a picture to explain how i think the metal textures should be added.
Image
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: .: New Map :. Tikal Road

Post by zwzsg »

I thought the same about the layer wearing off and the metal.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: .: New Map :. Tikal Road

Post by SpikedHelmet »

At first I thought the minimap picture was a screenshot of an OTA map that you were recreating. And then I scrolled down.

IMO there's absolutley no reason to make such an ugly, bad-quality (graphically) map. I mean, this isn't like Kernel Panic, which has friggen solid-colour square sprite FX and crap. That's stylishly low-quality that looks really cool. This.. this is just an abomination on the human optical system.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: .: New Map :. Tikal Road

Post by ZellSF »

Gota wrote:If you make a color scheme that people dont like dont expect the map to be played much.
Uh, all the most popular maps have sucky color schemes, so, you're very very wrong.

Judging by what the most played Spring maps are, creating ugly maps is actually the key to getting your map played much :P
Post Reply

Return to “Map Releases”