EvoRTS-Fourway_Split

EvoRTS-Fourway_Split

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

EvoRTS-Fourway_Split

Post by Forboding Angel »

I actually wasn't going to say anything about this originally, but I figured I should prolly at least mention it. First of 20 maps made specifically for Evolution RTS, prolly plays well in anything using a metal and energy resource model.

The resources available are a bit lower because Evolution scales it's resource amounts to the number of players ingame, so therefore there is enough metal for basic incomes (bout 7 or 8 spots per player, give or take) so it should play pretty well in *A mods too.

http://evolutionrts.info/maps/EvoRTSmap ... it-v02.sd7
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: EvoRTS-Fourway_Split

Post by Forboding Angel »

Heh, already a v2

Looks 100% cooler now tho

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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: EvoRTS-Fourway_Split

Post by Pressure Line »

one thing i feel compelled to mention is that the southern (and to a letter extent the northern) mountain range doesnt extend all the way to the edge of the map. meaning that in a north/south game you only have to deal with one base entrance, whereas in an east/westgame theres also the issue of the map edge entrance (again, much less of a problem in the north, but pretty major for south)

other than that, looks bloody fantastic :D
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: EvoRTS-Fourway_Split

Post by Forboding Angel »

In evo the tanks can cross the entire range for the most part.

Same for mods with walkers, anything with a slope tolerance of more than 28 should be able to scoot over those hills with little trouble. The slope is deceiving in the fact that it's actually much more gentle than it looks.

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Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: EvoRTS-Fourway_Split

Post by Warlord Zsinj »

Another really nice map.

One thing I noticed, that also affects your other evo map, I think, is that your base texture tends to be very strong (not necessarily a bad thing) - but there tends to be a lack of natural variation on the map, making the ground feel unnatural, but also for the mass of strong colour to be a little overwhelming. Also, to an extent, the lack of contrast on the base ground texture (the darker rocky bits are great) tends to make it difficult to gauge depth of field at some angles.
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