New Map - Magnusv5

New Map - Magnusv5

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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

New Map - Magnusv5

Post by Otherside »

Image


Hey this will be my first official map release

l3dt is amazing and after some tinkering i managed to get this map to work :] properly

id like to thank forboding for his help with the fog thing :] and his work with l3dt

aswell as the maker of l3dt and smoth for his skybox anywayz...

My map is called magnus (dunno why)

its set in alien world so the terrain is a weird greeny color (was originally blue but confused people with water)

its a 16*16 map

meant for 1v1/2v2/ffa altho im sure it can be played in bigger games

metal in corner starts is low around 1.1/1.2 (BA/CA) middle mex's go up to around 2.2 at the innermost point

its basically a frantic fight for the vital mex spots in the middle cos theres barely any metal on the side (2-3 spots per side)

the middle is made of shallow walkways and areas with water (hide ur amphibs NAO!!!) so garpike/pincer might come into play for once :]

building space in middle is limited so u cant pack ur bases into middle and making it effectively hard to porc one location (yipee)

kbots/vehicles both viable

and air has np with pillars ;] (fun to watch planes dog fight inbetween)

anywayz screenie of minimap

Image

comments on how it can be improved r welcome ... (balance being the most important!! :])

have fun and expect more maps soon...

DL link : http://spring.jobjol.nl/show_file.php?id=905
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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: New Map - Magnusv5

Post by ralphie »

Render your lightmap without using the water effects, cos that's a mess of a texture when it comes to telling what is water or not
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: New Map - Magnusv5

Post by Otherside »

dark blue is water green isnt light area is shallow tis not hard :p
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map - Magnusv5

Post by Forboding Angel »

Actually ralphie, the waterlines are exact, because L3DT is used for the entire map making process, including compiling.

THe heights and whatnot match to the elmo. Obviously enough the light greeny areas are not as deep.

I'm in the process of making my first of 20 28x28s that I need for evolution, can't wait to see how all the new extensions work.

@ otherside, meh likey. I would have preferred a bit more bumpmapping on the flattish areas, but it's really nice regardless.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New Map - Magnusv5

Post by hunterw »

make the sundirection something other than exactly exactly north
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