::New Map:: Marshlands

::New Map:: Marshlands

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

::New Map:: Marshlands

Post by Forboding Angel »

-Updated to version .05-

Is now available at

http://fileuniverse.com/?p=showitem&ID=1866

It's is made pretty much for AA only. It plays in other mods fine but won't be near as much fun.

I may release an XTA friendly version, we will see. Check it out! It's my first map so comments and criticisms are welcome.

About:

This map is made for use with Absolute Annihilation.

The top left starts in water but has more metal.

The bottom right has less metal but starts on land.

Wind generators are excellent on this map, but unreliable. Tidal Generators are very good.

Hovercrafts get a speed bonus.

This map was made to emphasize the strengths of Hovercrafts as well as Amphibious units.

Thanks to the mapping community for making this happen!

Here is a blown up minimap

Image

Special thanks to:
Jmello
Drexion
and Maelstrom for help with beta testing and advice.
Last edited by Forboding Angel on 24 Nov 2005, 13:13, edited 1 time in total.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Mod specific maps are a bad idea, in my opinion.

We don't want to encourage further divides in the Spring community between mods.

Besides which, a map should really be able to stand alone in any mod in Spring on its own merits...
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

The only reason it dont work in XTA is because water in XTA isnt to great. The balance of how hovers and ships work in XTA just doesnt work for this map, as hovers are to good compared to ships. The other mods are fine from what I have heard.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

What he said ^^^

Thanks mael :D
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Warlord Zsinj wrote:Mod specific maps are a bad idea, in my opinion.

We don't want to encourage further divides in the Spring community between mods.

Besides which, a map should really be able to stand alone in any mod in Spring on its own merits...
I have to disagree... As mods get more and more different the maps will get more and more specific to the mod. Some small ammount of backwards compatability will probably always be possible, but for instance... the spacemaps that everyone is asking for for FF just won't work well with XTA or AA.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

compiling an xta friendly version now

unfortunately the xta version kinda kills the main purpose of this map (hovers and anpibs)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Gave up on XTA version. It played like crap.

New version uploaded, get it here:

http://fileuniverse.com/?p=showitem&ID=1866
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'm with Warlord. I dont want to lode up my fave mod and a new map, and find to my chagirin that the map dosent play well with Kurio TA, or UH or XTA (whitch i DO enjoy).

But with FF, space maps are a must...i mean come on! There space ships!
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

It should play fine with any OTA based mod.

Including kurota
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Note that when I said "mod" I was referring to OTA-based modifications as opposed to total conversions.

Obviously specific maps are needed for TA:FF. Hell, we'll probably throw in some specific maps for SWTA.
Post Reply

Return to “Map Releases”