16*16, for 4v4, kbots recommended.
Heightmap made purely with world machine 2. Textured with WICed.
Screenies:


Maplink:
http://spring.jobjol.nl/show_file.php?id=1840
Moderator: Moderators
Im really not a fan of trees; if they are custom trees they slow the game down , if they are default trees theyre ugly. And both randomly block projectiles, lasers, etc.Sheekel wrote:some trees/features maybe? maps should be more than a texture and a heightmap
HA HA HA HA yeah.Pxtl wrote:And let's be honest, 90% of the games will be played using models that are much ulgier than Spring trees.
Seconded.1v0ry_k1ng wrote:shit looks cash
it beats the hell out of the mysterious space pancakeSirArtturi wrote: Still, I'm not convinced of this as a method to make "non-hard-edged" maps... Imo it makes it look like silly as a box in the sea and for first-timers it can be hard to know how much sea there is in "use"?
speed modification is a bad plan imo, it tends to imbalance modsBeherith wrote:Vecs are an option on this map, just hard to use well. I was thinking of adding a 0.9 typemap on the sand for vecs tho.
The texture is much more dented than the actual heightmap, just a visual effect without too much gameplay compromises.
I think a few impassable areas do really add to a map though; things to manuver around and build bases against etc; i think the key is have either large chokepoints that are hard to close, or large numbers of them and with plenty of sneaky back routes and dead ends inviting airdropsAltogether the map is completely open for kbots, so yes, it wont be noob freindly, since newbies like tightly defined chokes and plains.
I'm all for islands in the sea over flat planes in spaceI must add, that tundra was an inspiration for this map :)