Map: Vein

Map: Vein

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Map: Vein

Post by ralphie »

Here's my attempt at a bot/veh hybrid map, trying for something a bit more interesting than just randomly throwing in hills :P 5v5, 16x16.

http://spring.jobjol.nl/show_file.php?id=1989

Image
Image
Image
Image
^ veh f2
Image
^ bot f2
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Map: Vein

Post by Beherith »

Lookin' great, cant wait to try it.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Map: Vein

Post by hunterw »

at first glance it looks much more biased towards bots than vechs, as opposed to a hybrid, but i'll reserve gameplay judgement until playing.

i'd suggest a texture cue for where kbots stop being able to climb, because it's not very apparent in a lot of places, as lots of slopes are right on the threshold.

i like the concept. not as much as charlie though!
User avatar
kburts
Posts: 134
Joined: 22 Mar 2009, 00:36

Re: Map: Vein

Post by kburts »

cool'sh, i'm still trying to make a 1v1 kbot map, but none really work :(
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Map: Vein

Post by Saktoth »

You absolutely need to define by texture difference which slopes are bot passable and which are not, as hunter said. Thats is very very important.

It also looks as if there are small 'breaks', about 1 unit wide, in the bot-impassable areas that allow units to get through. Not only can this be kind of annoying and hard to spot these little passageways, but they are inconsistent in the mirroring- some cliffs are easily passable by bots at several points while their mirrored counterparts are not. The tall, impasable plateus near the corners, for example, seem to have a large open ramp facing backwards on the upper one, and a tiny 1-unit wide slit facing upwards on the lower one.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Map: Vein

Post by hunterw »

Saktoth wrote:The tall, impasable plateus near the corners, for example, seem to have a large open ramp facing backwards on the upper one, and a tiny 1-unit wide slit facing upwards on the lower one.
:shhh: tundra has one of these

it never effected gameplay
User avatar
IllvilJa
Posts: 90
Joined: 08 Sep 2008, 00:01

Re: Map: Vein

Post by IllvilJa »

Thumbs up!

I get warm and fuzzy "Levels v2" feelings over this map... with all steep slopes causing a veritable maze of terrain to deal with.

Looks promising, might be a future favorite for Spring44! (Or P.U.R.E 0.55 or Operation Polaris...)

Ninja-edit: FPS mode on this map... regardless of vehicle it will be "woooooo"!
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Map: Vein

Post by KaiserJ »

wow, looks like a lot of fun! can't wait to try it. nice work with the texture as well.

what programs did you use if you dont mind revealing your secrets?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Map: Vein

Post by Saktoth »

hunterw wrote:
Saktoth wrote:The tall, impasable plateus near the corners, for example, seem to have a large open ramp facing backwards on the upper one, and a tiny 1-unit wide slit facing upwards on the lower one.
:shhh: tundra has one of these

it never effected gameplay
Really, really tiny 1 unit cracks are what really get on my tits, one of my least favourite things in maps.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Map: Vein

Post by hunterw »

the main reason it didnt affect gameplay was because it was right next to 2 bigger cracks which both sides had
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Map: Vein

Post by BaNa »

oh cmon saktoth, its those small exploits that make it fun.
User avatar
ralphie
Posts: 426
Joined: 08 Jan 2007, 08:39

Re: Map: Vein

Post by ralphie »

Worldmachine was too aggressive in eroding down my heightmap. Originally they were going to be little plateaus only air could get too. I was going manually edit the heightmap, then got lazy and decided to do nothing with them :P

KasierJ: The "standard" combo nowadays, WICed and Worldmachine.
Post Reply

Return to “Map Releases”