NEW MAP: EGYPT (Under Construction)

NEW MAP: EGYPT (Under Construction)

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Red Dragon
Posts: 37
Joined: 12 May 2005, 13:58

NEW MAP: EGYPT (Under Construction)

Post by Red Dragon »

Got you a preview of a map i'm currently working on....

I'm not quite done with the Textures and the heightmap is only done for about 20%, but i wanted to see what it looked like so far.

(I shrinked down the screenshot so there's some loss of quality)

So what do y'all think?

A couple of suggestions are very welcome!

Image

>>> Walk Like An Egyptian! <<<

Test version available!!!!
http://www.phoenixworx.org/rd/Egypt.zip
Last edited by Red Dragon on 01 Sep 2005, 06:47, edited 2 times in total.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Looks interesting. But how well does the balance work? cause if you started in the middle-east (top-right), You dont really have much space compared to starting in Egypt propper. but it does look nice from a visual point of veiw.
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Red Dragon
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Joined: 12 May 2005, 13:58

Post by Red Dragon »

I forgot to mention it's a 14 x 18 map, so lack of space isn't really gonna be an issue.

As for starting points i haven't decided yet, but i'm thinking:

1: top left land
2: middle bottom
3: Middle east

as for 4, 5, 6 somewhere in between those.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I know Egypt is rather flat in terms of topography; but what you have there is really flat. Winds create sand dunes the size of buildings in the desert; the undulation would need to be a bit more than that. I would suggest having a look at aGorm's "Desert Dunes" map, and seeing what makes that so succesful as a desert map.

A few other suggestions:
- The texture needs to be blurred and softened a bit to get rid of those satellite image lines.
- The trees look rather strange.
- Have you considered increasing the fog quite a bit, and giving it a yellow hue, so that players have to fight through a semi-sand storm?
- I think the Nile should be very big, and very wide, and be an excellent tactical option for players.
- Making the nile strategically important could be done by making the highest concentration of metal patches along the shore, which makes sense, given that it is in the resource rich flood planes of the nile. Players would fight over shore regions and oases; a sea bound player could do terrific damage through bombardment.
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Red Dragon
Posts: 37
Joined: 12 May 2005, 13:58

Post by Red Dragon »

ok i got the 1st version suitable for some testing ready!!!!

Yea yea, hooray etc...

LOOK! An Egyptian:

Image

Hmmm....must be hiding behind the hills....

http://www.phoenixworx.org/rd/Egypt.zip

Yes, still suffering from .sd7 issues, so i put the screenshot with Egypt.sd7 in a zip file....sorry for the inconvenience 8) 8) 8)
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

That looks surprisingly good :)
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Looks great, whats the metal map like? Even if it doesn't have much metal, I'd still be happy because of the huge size.
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Red Dragon
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Joined: 12 May 2005, 13:58

Post by Red Dragon »

I put several metal spots along the Nile, and also in the 2 main bodies of water.

The max metal a lvl1 extractor can produce is around +3.2

It will also just (not) cover a metal spot, so converting to moho will increase efficiency.

Haven't tested moho metal production but i don't think it'd be outragious.

The wind on the map is pretty strong, 12-27, and tidals are economical too: +21

There's enough metal along the map to create massive armies in under 20 minutes, but not enough by far to have a krog ready at the 15 minute mark.

8)
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I like the heightmap, it's original. The disposition of the metal is good too.

But the texture is all blury :(
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

I would suggest trying to recreate the texture in Terragen... that it looks good is more important than accuracy.
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Kuroneko
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Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

On the hill south of starting point 4, I built a hovercraft factory. All of the units it built were underground until they were finished. o_o
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Dragon45 wrote:I would suggest trying to recreate the texture in Terragen... that it looks good is more important than accuracy.
I second that.
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