Valley of Death (WIP)

Valley of Death (WIP)

Discuss maps & map creation - from concept to execution to the ever elusive release.

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TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Valley of Death (WIP)

Post by TARevenger »

here's another map I threw together

Screenshots below

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if the heightmap looks familiar it's one I'm using in another map but scaled up

Comments?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

link?
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Love the graphics, as well as Geo placement.


Now just put a proper metal map (IE, not too much) and you'll be golden :)
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Love the graphics, as well as Geo placement.


Now just put a proper metal map (IE, not too much) and you'll be golden :)
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Might be interesting to place starting points behind the mountains rather than where you have placed them (ie: top left, bottom right). It could create some more dynamic gameplay, where the way you have placed them curently might be somewhat linear.
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

interesting I just modified it a bit cos I didn't quite like the look of the textures, also put 2 starting and geos points behind the mountains

here's some screens of a me vs 3 ai opponents

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let me know if it looks better or worse
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

No, I'd keep the geos where they were, not in a very defensible place like behind the mountains. Put them in a spot that is tough to take and defense.

I say keep them in the same place they were for the first map, but keep the new starting points.

I think you will find that this will give the map far more interesting gameplay.
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Better
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

WZ is right (gasp! :P ) the most interesting battles happen over the coveted resource points. See OTA Lava HighGround for example; the most metal is in the center, and the most action happens to take the center.
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

Yeah your right about the 2 extra geo spots as if it's a 4 player free for all you'd have 2 players fighting out over the geos

I'll recompile the map and lower the metal abit down to 2.3 or something and upload it tomorrow.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Interesting, I made a very similar map actually, it still needs additional testing...

Mine is a bit darker and colder ;) I will post screenshots later tonight.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

JCAI! I demand an NTAI shot for comparison!
TARevenger
Posts: 111
Joined: 23 Jan 2005, 00:09

Post by TARevenger »

I tried to upload this map to fileuniverse but failed so heres a temporary ftp server ftp://219.89.220.77 User name and password is TASpring

currently limited to 4 users

there's also another map to upload which is the rerendered experimental grass map named ValleyofWar.sd7 and screenshots for the map.
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