.:New Map:. Aortic Delta

.:New Map:. Aortic Delta

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

.:New Map:. Aortic Delta

Post by Forboding Angel »

Can you tell I'm having fun with Carrara?

This map is 12x12, intended for 1v1 games of BA and Evolution RTS. I won't bother posting slopemaps, cause it should be fairly obvious. Kbots can climb on hills, and vehicles get to stay on the main ground. Of course all can cross the streams.

Download: http://www.springfiles.com/show_file.php?id=2280

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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: .:New Map:. Aortic Delta

Post by BaNa »

Yup carrara is yummy. I wish i knew how to get it to do areamap based texturing, then we could do awesome things.

nice map, reminds me a bit of archers. Allways liked the gameplay on maps like this.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:New Map:. Aortic Delta

Post by Gota »

Cool map.
I'm sure the texture is excellent however i feel there is some lack of,hmm,proportion or maybe harmony and aesthetics in how you have constructed your heightmap.
I think the map is not "catchy" enough.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map:. Aortic Delta

Post by Forboding Angel »

[quote="Gota"]Cool map.
I'm sure the texture is excellent however i feel there is some lack of,hmm,proportion or maybe harmony and aesthetics in how you have constructed your heightmap.
I think the map is not "catchy" enough.[/quot

Huh?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:New Map:. Aortic Delta

Post by Gota »

The map is constructed in such a way that it does not catch the eye and there is no structure or pattern in it.
Some maps just jump at you and they make immediate sense and you remember them right away.
This map has no distinctive features around which you can tie everything else...
Hard to explain but that's what i feel.
It's not memorable..
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: .:New Map:. Aortic Delta

Post by Jazcash »

Altered Divide!
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: .:New Map:. Aortic Delta

Post by CarRepairer »

I love the texture. Please consider making a larger one for the teamgamers.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map:. Aortic Delta

Post by Forboding Angel »

CarRepairer wrote:I love the texture. Please consider making a larger one for the teamgamers.
Damn! I was afraid someone would ask for that hehe. I was originally going to make it 16x16, but then I thought that the heightmap was prolly too simplistic for a larger map.

Hmm, I'll see what I can do, maybe I'll kinda use the same hm as a base and add to it or something.

Wouldn't it be a little too cramped though? Maybe I'm talking out of my ass here, but it seems to me as though space is a bit of an issue. Hmm, course with a different metal layout it would prolly be jsut fine. So you like that texture? Yay! I was kidna on the fence about it. I mean, I liked it, but I wasn't sure if other springers would as well. Nice to know ;p
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:New Map:. Aortic Delta

Post by Forboding Angel »

JAZCASH wrote:Altered Divide!
It's surprising, but I can do almost an exact replica of AD's texturing with carerra. I love this program, it is 100% bad fuckin ass. Think AD texturing colors/style with bumpmapping. It's pretty dang sexy tbh :-)
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