New map - Conquest of Paradise v1

New map - Conquest of Paradise v1

All map release threads should be posted here

Moderator: Moderators

User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

New map - Conquest of Paradise v1

Post by Beherith »

New map:

16*16, for 4v4, kbots recommended.

Heightmap made purely with world machine 2. Textured with WICed.

Screenies:

Image

Image
Maplink:
http://spring.jobjol.nl/show_file.php?id=1840
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map - Conquest of Paradise v1

Post by Gota »

Image
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: New map - Conquest of Paradise v1

Post by MidKnight »

Awesome! the lakes look bit regular, but who am I to complain? :-)

EDIT: are those perfect map edges I see?
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: New map - Conquest of Paradise v1

Post by Sheekel »

some trees/features maybe? maps should be more than a texture and a heightmap
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map - Conquest of Paradise v1

Post by hunterw »

tundra for kbots! 8) i cant wait to host it, looks great
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New map - Conquest of Paradise v1

Post by 1v0ry_k1ng »

imma downloadin, shit looks cash
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New map - Conquest of Paradise v1

Post by Beherith »

Sheekel wrote:some trees/features maybe? maps should be more than a texture and a heightmap
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.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New map - Conquest of Paradise v1

Post by Beherith »

Yeah, tundra was an inspiriation for this one :)

If anyone is interested, here is the world machine 2 file for this map.

Its only world machine basic, so anyone can open it with the free trial version (trial version has an export limitation of 513*513 max). After all, 513*513 isnt really all that bad if WICed takes exacly that...

Also, the channeling erosion didnt look good in spring if the channels were as small as on the 513 image, much better when scaled up.
Attachments
CoP.7z
(3.84 KiB) Downloaded 13 times
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New map - Conquest of Paradise v1

Post by SirArtturi »

Looks really good! I like the heightmap, concept and the texture. It looks really realistic and tasty! Good job, I hope u'll win the contest :> !

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"?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: New map - Conquest of Paradise v1

Post by Pxtl »

I think a handful of scattered clutches of Spring trees wouldn't hurt. You don't have to make it like the messes in Small Supreme.

And let's be honest, 90% of the games will be played using models that are much ulgier than Spring trees.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New map - Conquest of Paradise v1

Post by smoth »

Pxtl wrote:And let's be honest, 90% of the games will be played using models that are much ulgier than Spring trees.
HA HA HA HA yeah.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map - Conquest of Paradise v1

Post by Gota »

Hmm after playing this I think the heightmap is too simple and unoriginal.
No memorable features or structure to it.
It's important for amap to have a certain structure the eyes can catch and remember.This heightmap lacks this.
The textures is great.Map looks pretty.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New map - Conquest of Paradise v1

Post by Jazcash »

1v0ry_k1ng wrote:shit looks cash
Seconded.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New map - Conquest of Paradise v1

Post by 1v0ry_k1ng »

I agree you couldve gone for a much mor exciting height map but the texture almost makes up for it :p
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: New map - Conquest of Paradise v1

Post by Jazcash »

The raised hills look to flat and set to one height level. Make some of them a bit larger and more bumpy for kbots only and for a more realistic effect.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: New map - Conquest of Paradise v1

Post by hunterw »

i really like the way it plays! the gameplay is very similar to tundra's - <20 minute games, completely t1 focused, but kbots instead of veh. excellent... 8)

i thought the slightly bumpy land would cause visible denting by buildings. the light settings are such that you can't see the denting, so no problem.

definitely not a noob friendly map so it won't gain mass popularity, but its perfect for my niche. i'll host it for a long time.



ps it looks like it is possible to use vehicles on this map, but it will be a real pain to navigate without being in f4 view all of the time. most slopes are on the threshold of kbot walkability, and there's no texture cue, so its either rote memorization or staying in f4. its still probably not worth it.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New map - Conquest of Paradise v1

Post by Beherith »

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.

Altogether the map is completely open for kbots, so yes, it wont be noob freindly, since newbies like tightly defined chokes and plains.

I must add, that tundra was an inspiration for this map :)
User avatar
Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: New map - Conquest of Paradise v1

Post by Wisse »

Nice Beh, I love your map making with your "no-features-spam" policy.

The only thing I noticed from those screens are hard edges (bottom right on 1st screenshot). They don't look natural. Everything in nature gets rounded (unless it's naked rock which can break n shit).
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New map - Conquest of Paradise v1

Post by 1v0ry_k1ng »

SirArtturi 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"?
it beats the hell out of the mysterious space pancake
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New map - Conquest of Paradise v1

Post by 1v0ry_k1ng »

Beherith 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.
speed modification is a bad plan imo, it tends to imbalance mods
Altogether the map is completely open for kbots, so yes, it wont be noob freindly, since newbies like tightly defined chokes and plains.
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 airdrops

otherside: you should make the map fade out from shallows to deep at the edges (and make the top and bottom landmasses islands) to jump on the fade to sea bandwagon :-)
I must add, that tundra was an inspiration for this map :)
I'm all for islands in the sea over flat planes in space :-)
Post Reply

Return to “Map Releases”