Brazillian Battlefield Remake - Page 2

Brazillian Battlefield Remake

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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Brazillian Battlefield Remake

Post by FLOZi »

I'd love to see a Conquerors Isle remake with sensible trees, lighting and possibly new metal layout.


Pretty please? :shock:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Brazillian Battlefield Remake

Post by Forboding Angel »

already did that... a loong time ago...

http://evolutionrts.info/maps/EE-Conqur ... ke-v01.sd7
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Brazillian Battlefield Remake

Post by Evil4Zerggin »

I've never seen that one, but I like it. Could you upload it to more sites?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Brazillian Battlefield Remake

Post by FLOZi »

Hideous metal patch features and start positions in the sea. :|
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Brazillian Battlefield Remake

Post by Forboding Angel »

The patch features are very nice for a variety of reasons.

The start positions are wacked out. Meh I'll fix em I suppose. This was on UF but for some reason never made it to jobjol, and without ftp access to jobjol I cba to do it.

That was one thing I loved about UF was the public ftp access to upload crap.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Brazillian Battlefield Remake

Post by Saktoth »

Please make a version with proper metal spots (but in the same positions as they are in the lumpy/bumpy cloud map) and possibly a wet version (With the hills above the water).
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Brazillian Battlefield Remake

Post by Saktoth »

Having finally gotten around to playing this map, ive got a little crticism.

The major problem i have with the original brazil is that the points where mountains can be climbed is totally arbitrary- some slopes are to steep for kbots, others arent, and its hard to tell where they are.

This map does nothing to correct that, as there is no indication in the texture of the transition from passable to impassable.

Please, for makers of maps for AA-family mods, ensure impassable or kbot-only areas are marked on the texture, especially if your heightmap uses such areas ambiguously and interchangeably with passable areas.
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Brazillian Battlefield Remake

Post by Crayfish »

Also, the metal map is one of those wierd ones with big randomly shaped splodges everywhere. Defined metal spots ftw.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Brazillian Battlefield Remake

Post by Pressure Line »

its not that they are "randomly shaped splodges" its just that they are too damned big! if the splodges were half the size they are now (with an appropriately sized extractor radius) it would be awesome
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Brazillian Battlefield Remake

Post by Crayfish »

I just don't see what is wrong with having a small spot on which you place a metal extractor.

With these mexx radii and metal blotches I always have to end up building mexxes just to get that little bit of green that's not covered by the overlap of two or more mexxes. And stuff. It's just irritating. Not majorly irritating, but still more than it needs to be.

Plus, they are randomly shaped. Look at them!
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Brazillian Battlefield Remake

Post by Jazcash »

Now all we need is comet catcher with trees and water and we're done here.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Brazillian Battlefield Remake

Post by BaNa »

JAZCASH wrote:Now all we need is comet catcher with trees and water and we're done here.
:D

I was thinking about an all-metal dsd, to mix the two most popular maps.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Brazillian Battlefield Remake

Post by Jazcash »

BaNa wrote:
JAZCASH wrote:Now all we need is comet catcher with trees and water and we're done here.
:D

I was thinking about an all-metal dsd, to mix the two most popular maps.
The day SpeedMetal becomes popular, I declare war upon earths inhabitants.
BlueFrost
Posts: 22
Joined: 23 Aug 2008, 02:57

Re: Brazillian Battlefield Remake

Post by BlueFrost »

well cray. the map is a REMAKE not a new map. the big metal spots are fine.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Brazillian Battlefield Remake

Post by Forboding Angel »

JAZCASH wrote:Now all we need is comet catcher with trees and water and we're done here.
lolgreencomet? Old.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Brazillian Battlefield Remake

Post by Peet »

Forboding Angel wrote:
JAZCASH wrote:Now all we need is comet catcher with trees and water and we're done here.
lolgreencomet? Old.
water
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Brazillian Battlefield Remake

Post by Jazcash »

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

Re: Brazillian Battlefield Remake

Post by Forboding Angel »

launch a nuke.
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