.:Old Map:. Canyon Crossing

.:Old Map:. Canyon Crossing

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

.:Old Map:. Canyon Crossing

Post by Forboding Angel »

As some of you may know I'm in the process of getting familiar with carrara.

So I thought I would redo and old old map that was fairly popular back in the AA days. The map doesn't work in spring anymore do to many changes since it was originally made (3 or 4 years ago).

Metal is mainly distributed along the outside rings. This is a very good map for a free for all, or 4v4, 3v3, 2v2, or even 1v1 (me and Noize had some of our super epic AA battles on Canyons).

Anyway, here it is... again. Revamped to work nicely in BA and Evolution RTS. In BA kbots have somewhat limited access to the hills but can make it up there. In Evolution RTS, cons have access to the hills, but regular tank units dont. :-)

I promise not to redo any old maps anymore. ;p

Some of you may remember it, some of you may never have seen it, but without further ado...

Maek Download: http://www.springfiles.com/show_file.php?id=2279

Image
screen014.jpg
(1.26 MiB) Downloaded 333 times
Kbot
Image
thudmove.jpg
(1.34 MiB) Downloaded 333 times
Vehicle
Image
flashmove1.jpg
(1.34 MiB) Downloaded 335 times
Last edited by Forboding Angel on 16 Sep 2009, 14:49, edited 1 time in total.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: .:Old Map:. Canyon Crossing

Post by pintle »

One of my long time favourite maps. Nice work sir!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: .:Old Map:. Canyon Crossing

Post by smoth »

you mean back in the EE days..

Image

Twilight canyon still works.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:Old Map:. Canyon Crossing

Post by Forboding Angel »

@pintle, Really? Thanks nice to hear. I figured it was old hat by this point and no one gave 2 craps anymore (And tbh I wouldn't blame them).

@smoth, It does? Wow! I could have sworn that a few releases back it broke fairly hardcore.

lol I remember one of the all time biggest complaints was the palm trees dragging down framerate. It never caused me any framerate loss but I prolly have a better vid card than 75% of the people that play spring (mebbie not, but it wouldn't surprise me in the least). Regardless, I guess the newest trend is no features, and until you get your feature placer thingy done, I'm inclined to jump on the bandwagon.

Besides if I use any features with metal in them, I either have to set the metal amount to so ridiculously low that they don't matter to anything besides Evo or CA, just just be content with not being able to play Evo on that map. So I choose option c, no features, and I tend to really like deserts, it it all kinda works out.

I need to do a water map soon though, cause Evo's amphib tech tree is darn near ready to go.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Old Map:. Canyon Crossing

Post by Gota »

EE was played heavily on this map...
A good map for TA mods.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Old Map:. Canyon Crossing

Post by Gota »

Wait,didnt this map have features?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: .:Old Map:. Canyon Crossing

Post by Neddie »

Gota wrote:Wait,didnt this map have features?
He removed them, but yes. See above posts.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Old Map:. Canyon Crossing

Post by Gota »

That's a shame...It lacks them...feels empty...
Would be good Forb if you'd release a version with trees.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:Old Map:. Canyon Crossing

Post by Forboding Angel »

The problem is that those trees cause a lot of people to lag. It never caused me any issues (and I miss the days of hiding units under them :-)) but I couldn't even play this map anymore because someone in the game always lagged to hell and back because of the trees.

Pick you're poison basically :-/

If someone could manage to extract the featuremap from twilight canyon, I could make a version with trees. For whatever reason I can't seem to be able to extract the featuremaps from anything.
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: .:Old Map:. Canyon Crossing

Post by bobthedinosaur »

.
Last edited by bobthedinosaur on 25 Oct 2009, 06:11, edited 1 time in total.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: .:Old Map:. Canyon Crossing

Post by Gota »

I think the original just had some rocks?right?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:Old Map:. Canyon Crossing

Post by Forboding Angel »

smoth wrote:Image
It had smoth's bananna trees.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: .:Old Map:. Canyon Crossing

Post by NOiZE »

There was also one with the painted desert rocks which i made.

The rocks perfectly fitted this map. I still dont get the "ban"on features all of the sudden tbh.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:Old Map:. Canyon Crossing

Post by Forboding Angel »

NOiZE wrote:The rocks perfectly fitted this map. I still dont get the "ban"on features all of the sudden tbh.
Ahh yes, that's right, I forgot about that. Little caveat for that though. The rocks would make evo completely unbalanced unless I were to include a featuredef for them in the mod changing their metal value. I'm pretty sure that if I do that, it will spam the console when they aren't present.

Pardon the accidental pun, but regarding that I'm kinda in-between a rock and a hard place.
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: .:Old Map:. Canyon Crossing

Post by JohannesH »

Wouldnt it be good to make that change into the game anyway, since then you can play existing maps that have rocks too? At least if you can find a decent way to do it ofc.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: .:Old Map:. Canyon Crossing

Post by smoth »

None of this is going to matter when I start allowing gundam rts to over-ride the features on a map :P.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: .:Old Map:. Canyon Crossing

Post by FLOZi »

Forboding Angel wrote:
NOiZE wrote:The rocks perfectly fitted this map. I still dont get the "ban"on features all of the sudden tbh.
Ahh yes, that's right, I forgot about that. Little caveat for that though. The rocks would make evo completely unbalanced unless I were to include a featuredef for them in the mod changing their metal value. I'm pretty sure that if I do that, it will spam the console when they aren't present.

Pardon the accidental pun, but regarding that I'm kinda in-between a rock and a hard place.
You can use lua to set the metal content of all features to 0, without having to define your own defs.

S44 does this.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: .:Old Map:. Canyon Crossing

Post by Forboding Angel »

O_O

Daddy lieks (well in this case, setting to 10 or 50 would be quite adequate)! /me pokes through s44 sauce
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: .:Old Map:. Canyon Crossing

Post by FLOZi »

http://spring1944.svn.sourceforge.net/v ... athrev=685
is probably where it happens, i'm pretty tired.,
Post Reply

Return to “Map Releases”