:: NEW MAP :: Volcano Island

:: NEW MAP :: Volcano Island

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aGorm
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Joined: 12 Jan 2005, 10:25

:: NEW MAP :: Volcano Island

Post by aGorm »

OK, its actully Volcano Island in teh NEW map format!

But its got a new height map, a new Texture, a new metal map, a new terain type map, so it is basicly, a new map!

http://www.fileuniverse.com/?page=showitem&ID=1240

It should play the same, or very similerly.

MINI MAP
Image

SCREENS
Image
Image
Image

Enjoy!!

I'll be re doing the rest of them ASAP, expect one more by the end of the week.

aGorm
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Masse
Damned Developer
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Post by Masse »

this map has been my favorite 8)
btw u can remove health bars... press F9 :wink:
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aGorm
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Post by aGorm »

THATS HOW YOU GET RID OF THEM!!!??!? I've been trying "~" in every new release... Dam it all.

aGorm
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AF
AI Developer
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Post by AF »

Maybe you should try using a cubebox for the sky, give us a sky worth looking at.
Gnomre
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Post by Gnomre »

How, exactly? The SYs gave exactly no documentation on it except that you use the "Skybox=" tag in the smd...
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AF
AI Developer
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Post by AF »

It's a nvidia dds format cubebox picture. look at the changleogs and the source code.
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aGorm
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Post by aGorm »

Alantai, some of use have no real clue what the source code means. It all in C++ and I dont know that. (not that i dont plan to remady that)

These maps are re-releases, and teh next couple will have even less changed, however i may do a custom evening skybox for the volcano island map, and if that works out will start including them in later maps.

For now, leave me alone its time consuming enough as it is!
(bear in mind while renderingh the terain image i cant use my computer for 2 or 3 hours...)

aGorm
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AF
AI Developer
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Post by AF »

no look at the comments they tend to start with // or /* and contain useful tidbits of information.
Warlord Zsinj
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Post by Warlord Zsinj »

Nice, Agorm. Have those little offshore islands always been there? I don't seem to recall them. If not, why did you decide to add them?
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aGorm
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Post by aGorm »

Nope they wern't in the version i had released, they were in on my edited version (looking cack admitadly because i did not render a new terrain, hence y i never released it), and so they get in on this one. They dont realy change the gameplay to much, other than give you somewhere to place some artillary support if you take one near your enamy. I was plannin on haveing geos on them, but i could not get the dam geo's to show up...

Other changes are, the front (that is, side facing inwards) is steaper, so alot of things cant climb it.

Also, some of therrain is clased as sand, this slows down tanks and walkers slightly, and some is rocky, which boosts the tank speed a tiny amount (i think). Also the sand deforms as normal, the rock is harder.

The next map i plan to have much more complicated terrain types... (and it will be two hills)

aGorm
Warlord Zsinj
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Post by Warlord Zsinj »

Make sure that the various terrain that affects unit mobility is visibly different, as well as fairly obvious that "oh, that is sand, so it would slow down tanks and vehicles, but hovers would do fine".
Paladin_za
Posts: 9
Joined: 16 Aug 2005, 12:31

Ships can't navigate between Islands

Post by Paladin_za »

I was playing this map over the weekend and was driven off my island by some big bertha's. My teammate was holding the fort while I rebuilt my base underwater. I then built about 10 battle cruisers and some Archers and was ready to pound the enemy Islands. Alas, I had built my base on the outside of the of Islands. My Battlecruisers couldn't fit in between the Islands to get to the inner ocean. I had to sail around, but could only blast those buildings on the outside of the emeny islands. Is this by design? It would have been cool to sail my ships into the inner ocean and completely destroy the enemy bases.
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aGorm
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Post by aGorm »

For sure? Dam... in the original you could... i expect i used a smaller max depth. Should I re-release with a slightly deeper sea, or leave it? Tell me what you think people.

aGorm
Warlord Zsinj
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Post by Warlord Zsinj »

I think let the light ships get in, and let the heavy ships and subs be stuck on the outside, similar to the OTA map "Ring Atoll".

It just makes things a bit more interesting. If people really want to get their heavy ships in the middle, they can always make a panama canal through the shollows using roaches, or just the heavy cannons from your ships :D
Paladin_za
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Post by Paladin_za »

I don't mind if you can't go into the middle, the problem is just that you can only blast the outside of the Islands due to the terrain height. I guess it comes down to preference. I'd like all ships to be able to navigate the whole ocean. Some people wouldn't. It was just dissapointing after building an armada to have them stranded outside.
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aGorm
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Post by aGorm »

That comes from not knowing the map... :-)

it is possible to take the land back with con aircraft, and you can build a navy in the middle, assuming you have your island. I think that makes it better infact, because if you are forced of your island, but then build a fleat, you can blow away the peep's on your island, take it back, build a ship yard on the other side, make a few ships and the pound the enamy from both sides (with yopur outer fleet and inner one.)

SO.. i prob wont re do it. I like it like this now.

aGorm
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