New Map: Cull (water, FFA)

New Map: Cull (water, FFA)

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ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

New Map: Cull (water, FFA)

Post by ralphie »

It's a 12x12 water map, meant for 4 way free for all (1 or 2 per team team), but will work for team games.

Obviously it's not a ground breaking concept, and probably seem in every RTS game with water units ever (and I imagine in spring previously. oh well!)

It's possibly too small, so i'm open to feedback!

Features by aGorm, incase anyone didn't figure that out.

Link: http://spring.jobjol.nl/show_file.php?id=1372

Some screens!
Image
Image
Image
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Image

(ps, yes there's no land bridges, it kind of defeats the point)
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Gota
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Re: New Map: Cull (water, FFA)

Post by Gota »

From the sceens i can already say...reduce tree and bush numbers drasticly.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: New Map: Cull (water, FFA)

Post by Forboding Angel »

Noes. Some of us have/play mods where the weapons properly ignore features. /me looks at noize
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ralphie
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Joined: 08 Jan 2007, 08:39

Re: New Map: Cull (water, FFA)

Post by ralphie »

hell no, trees rule
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Map: Cull (water, FFA)

Post by Beherith »

Trees give great character to a map and add lotsa life :)
Pretty map!
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: New Map: Cull (water, FFA)

Post by AF »

This map looks suspisciously familiar, (loads up supcom:forged alliance)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: New Map: Cull (water, FFA)

Post by NOiZE »

Looks like an awesome map !

And about the units not shooting through trees, i just tested with slashers in BA631 and it worked fine :/

Pehaps could PM me what is wrong exactly, thanks in advance.
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Gota
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Re: New Map: Cull (water, FFA)

Post by Gota »

I was talking about the fact that trees and tons of vegetation cripple performance..
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: New Map: Cull (water, FFA)

Post by Pressure Line »

The number of features does not seem excessive. I would say its comparable to the number of trees on Small Divide.
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: New Map: Cull (water, FFA)

Post by aGorm »

Great use of the features! Glad to see there being used.

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

Re: New Map: Cull (water, FFA)

Post by Otherside »

Gota wrote:I was talking about the fact that trees and tons of vegetation cripple performance..
not entirely true ive played maps with like 1000 trees with no noticeable performance drain and not just for me, all players reported not much performance loss if any

plus its 12*12. small supreme would deffo kill your performance more than this map
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Cabbs Babbage
Posts: 2
Joined: 14 Aug 2008, 02:22

Re: New Map: Cull (water, FFA)

Post by Cabbs Babbage »

I played a game on this map with Noize and others yesterday. It was pretty darn fun, hover/ship/air/kbot action. Epic hover mis-management lost me the game :(

I didnt notice any performance drops personally.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Map: Cull (water, FFA)

Post by Beherith »

I dont like when ppl whine that features give a performance hit, its not like PCs are gonna get crappier in the next few years, and on my 1 year old pc, every spring map and mod runs fine with max detail on high res. Even aftershock v3 works perfectly fine.
If you cant handle the map, dont play it. Just dont whine that it doesnt run on your PC.
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Hoi
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Joined: 13 May 2008, 16:51

Re: New Map: Cull (water, FFA)

Post by Hoi »

becaus you have a 0.6 ghz cpu
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Gota
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Joined: 11 Jan 2008, 16:55

Re: New Map: Cull (water, FFA)

Post by Gota »

Wow...ok ok..i hae a 3ghz comp.
If the map runs fine great.
But i rememebr a map neddie did wit htons of features and it ran slow as hell.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map: Cull (water, FFA)

Post by Forboding Angel »

NOiZE wrote:Looks like an awesome map !

And about the units not shooting through trees, i just tested with slashers in BA631 and it worked fine :/

Pehaps could PM me what is wrong exactly, thanks in advance.

OI??? I asked for that 6 months ago and got trolled mercilessly by sleksa for it. God forbid a weapon fire regardless of whether a treee is in the way or not...

In any case, kick ass. :-)
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AF
AI Developer
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Re: New Map: Cull (water, FFA)

Post by AF »

I have several billion neurons in mine, and it runs spring perfectly fine.
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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

Re: New Map: Cull (water, FFA)

Post by Quanto042 »

Looks great to me, maybe you could produce a 24x24 version for NOTA?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: New Map: Cull (water, FFA)

Post by Saktoth »

Forboding Angel wrote:Noes. Some of us have/play mods where the weapons properly ignore features. /me looks at noize
Ignoring (But still colliding with) features would cause units to fire into wrecks, uselessly, when they have a better line of fire on another unit (some weapon already do this), while not firing when you can just destroy the wreck/tree is a pain in the butt (other weapon types do this).

If you mean not colliding with features, features (especially wrecks) are an integral part of the battlefield landscape, and the choice of arcing-vs direct fire weaponry to shoot over obstacles, as well as the micro of units around and among wrecks to get/avoid line of fire, is an important part of gameplay.

Is there really a solution that allows units to ignore features they can easily kill, but not ignore features they cant?
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LordMatt
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Joined: 15 May 2005, 04:26

Re: New Map: Cull (water, FFA)

Post by LordMatt »

Looks nice.
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