heightmap sketch

heightmap sketch

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

Moderator: Moderators

Post Reply
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

heightmap sketch

Post by Gota »

This is a sketch that just appeared in my mind out of the blue without me having any intention to make a map.
Image

Yellow are possible starting positions.
Green is just to show there are ramps there to climb the high ground.
Red are high yielding metal spots.
Blue is the roughly the weapon range of a guardian*1.5

The proportions are not really correct and the sketch is a rough one.
the 2 areas with 4 spots should prob be a bit wider and its all suppose to be symmetrical.

Open for suggestions.
Last edited by Gota on 28 Feb 2010, 12:36, edited 1 time in total.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: heightmap scatch

Post by Google_Frog »

Firstly what is the range of a Guardian? And how wide is the map in those large spring mapping units (eg 8x8).

I don't think 2 start mexes for a 2v2 is a good idea. If this is played 2v2 I worry that the middle will be slightly porced as there is nothing to contest and the sides will turn into self contained 1v1s. Though as a 1v1 map the 2 sides could be interesting.

Maybe you could put something like a geo in the middle so it can't be ignored.

And it's spelt sketch.
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: heightmap sketch

Post by JohannesH »

I dont know why porcing up the middle would be a problem. I wouldnt like investing much into turrets in a place like that really, the middle choke is so near my start that it can easily rally troops there if I see attack. And middle has the entrances to sides which can prove important.

I would like to see the 4 mex clusters to the sides spread out a bit, now all of them would tip too easily all to 1 player or the other.

And would the hillsides be bot-passable or not? Maybe add a mex to each of the hills on the map corners, then add bot-passable ramp to each or something like that
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: heightmap sketch

Post by Gota »

The range of a guardian is 1200.
1200 map pixels.
There are 4096x4096 pixels in a 8x8 map.
I'm not sure if a geo in the middle will suddenly cause players to care about it.Nobody would risk making a geo in the middle anyway.
Why are 2 metal spots a bad idea at the start?
Each spot can give a a lot of metal.
Look at Altair crossing.
It hardly has any metal spots in the middle.
All the metal is on the sides but it's ok since the mid is the shortest way to your enemy's base.
I Can take the four metal spots in each of the 2 side areas and spread them apart more .
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: heightmap sketch

Post by PicassoCT »

The Geo in the middle is always a nice Noobmurderer ;)
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: heightmap sketch

Post by Gota »

Maye ill make 4 points at start just so losing some middle points will not mean total fail.
and I will spread the 8 side metal spots.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: heightmap sketch

Post by hunterw »

porcfest
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: heightmap sketch

Post by Gota »

hunterw wrote:porcfest
For a change.
User avatar
Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: heightmap sketch

Post by Sausage »

I like how they have to rush to get the sides but it looks like one they secure the sides they can easily get pwned from the enemy in the castle with hlts or arty. It's not a bad thing, getting the sides won't = gg

looks like a fairly fun map, I think it would get played unless ur map making skills sux
for extra lollage you could make the outsides water
Post Reply

Return to “Map Creation”