New Map - DesertSiege - Page 2

New Map - DesertSiege

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What do you think about DesertSiege?

Poll ended at 03 Apr 2009, 17:20

I like it very much, and I want a new version from it!
9
56%
I like it, but it needs better/more texture!
3
19%
I like the texture, but the heightmap could see some improvement!
2
13%
I don't know.
2
13%
I don't like it at all!
0
No votes
 
Total votes: 16

Frostregen
Posts: 179
Joined: 17 Jul 2007, 00:52

Re: New Map - DesertSiege

Post by Frostregen »

@langtengerfi:
Check out SME_656. Should fix the wrong tile issue.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map - DesertSiege

Post by BaNa »

Hell├â┬│, sz├â┬®p a t├â┬®rk├â┬®p!

I especially like the texture, i havent playtested yet so no opinion on the heightmap but the tex is sweetlookin.
langtengerfi
Posts: 13
Joined: 03 Mar 2009, 10:57

Frontline - Plans for future developement

Post by langtengerfi »

Plans for future developement:

I'll make a 6v6 version from the map, probably with the same textures, but roads added to it. (without any speedboost)
I'm developing it under the codename Frontline_v1, it's going to be 15x19, the startpositions will have 2 close metal spots and you'll have to travel a lot to get more. I'm planning about 5-9 spots/player each having 1.7-2.5 metal/s. It'll have no connection to DesertSiege at all. The idea came from an epic battle that I played on Comet Catcher Redux. I'll try to add a frame to it, so you wont have to build your base near the edge of the map. - which I think is very bad looking, I think TASpring should've deal with this problem somehow.

Have fun! :)
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New Map - DesertSiege

Post by hunterw »

you cant have odd numbered dimensions iirc, make it 16x20
langtengerfi
Posts: 13
Joined: 03 Mar 2009, 10:57

Re: New Map - DesertSiege

Post by langtengerfi »

hunterw wrote:you cant have odd numbered dimensions iirc, make it 16x20
waaaaa, that's a big problem, I'we been working on the hmap all day :D
I don't know if I'll make it bigger or smaller... anyway thx for reminding me 'Probotector' XD

Hm... I always end up putting in more player positions, now it seems it'll be a 7v7 map (about 3 kbot 4 tank position on both sides).

But the layout will be much like in Folsdam, except the lanes'll have more connectivity like in Tau10.
Attachments
I attached the hmap to let you watch it :)
I attached the hmap to let you watch it :)
hmap.jpg (24.8 KiB) Viewed 1953 times
langtengerfi
Posts: 13
Joined: 03 Mar 2009, 10:57

Re: Upgraded textures

Post by langtengerfi »

I've been experimenting with automated metaltexture creation and also tried to improve the textures I used before.
Hopefully the new version of the map'll come up with enough new features to be unique :)
Attachments
NewTexture.PNG
NewTexture.PNG (227.96 KiB) Viewed 1889 times
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adin_panther
Posts: 164
Joined: 06 Jan 2009, 14:14

Re: Upgraded textures

Post by adin_panther »

langtengerfi wrote:I've been experimenting with automated metaltexture creation and also tried to improve the textures I used before.
Hopefully the new version of the map'll come up with enough new features to be unique :)
Looks cool to me.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map - DesertSiege

Post by 1v0ry_k1ng »

or to put that a way, they dont want to be responsible for any macro gameplay, just their own tight, porcable strip in a larger game where even total failure will not result in instant death
langtengerfi
Posts: 13
Joined: 03 Mar 2009, 10:57

New version released as 'Dune'

Post by langtengerfi »

You can check the new version in jobjol:
http://spring.jobjol.nl/show_file.php?id=1816
Attachments
Minimap
Minimap
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New Map - DesertSiege

Post by smoth »

it is usually prefered to start players 1 and 2 on opposite corners... like:

13
42
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: New Map - DesertSiege

Post by Pxtl »

smoth wrote:it is usually prefered to start players 1 and 2 on opposite corners... like:

13
42
I think that convention originated in FFA maps and team-maps where each start-point is roughly equivalent. In this case, a 1v1 would be have no symmetry if they started in opposite corners.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New Map - DesertSiege

Post by smoth »

however the map is then essentially a 8X8 or whatever distance is between them. just kinda odd to me esp in the name of symmetry
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: New Map - DesertSiege

Post by SwiftSpear »

Pxtl wrote:
smoth wrote:it is usually prefered to start players 1 and 2 on opposite corners... like:

13
42
I think that convention originated in FFA maps and team-maps where each start-point is roughly equivalent. In this case, a 1v1 would be have no symmetry if they started in opposite corners.
Personally I'd prefer
11-12
7 - 8
3 - 4
1 - 2
5 - 6
9 -10
13-14

More viable for 1v1, more viable for FFA.
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