New Map: Western FrontierV2

New Map: Western FrontierV2

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fc14159
Posts: 153
Joined: 06 Jul 2007, 17:27

New Map: Western FrontierV2

Post by fc14159 »

Western Frontier by me. 18x12 size, for 5v5 battles. Trees by SirArtturi.

http://www.springfiles.com/show_file.php?id=2579

Image

Image

Image
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screen00004.png
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Last edited by fc14159 on 01 Apr 2010, 18:18, edited 3 times in total.
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Sausage
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Joined: 05 Jan 2010, 23:47

Re: New Map: Western Frontier

Post by Sausage »

nice! that looks like a fun map
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triton
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Re: New Map: Western Frontier

Post by triton »

Great work!
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: New Map: Western Frontier

Post by bobthedinosaur »

Looks good. I'll give it a try
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: New Map: Western Frontier

Post by Beherith »

I love it! The layout looks absolutely great, Ill load it up right now.

Edit: the smd params have a slight bug:

Code: Select all

		CloudColor=1.5 1.5 1.5;
		SkyColor=0.4 1.2 2;
		SunColor=2.0 2.0 2.0;
Colors should be between 1 and 0, I believe the engine clamps or normalizes to 1 on load.
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Jazcash
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Re: New Map: Western Frontier

Post by Jazcash »

Good stuff fc <3
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Beherith
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Re: New Map: Western Frontier

Post by Beherith »

Please define at least 2 start positions in SMD so map can be launched without lobby.
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Sausage
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Joined: 05 Jan 2010, 23:47

Re: New Map: Western Frontier

Post by Sausage »

I like the simpleness of it but theres just so much plain flat greeness you should at least plop some trees around the place maybe
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fc14159
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Joined: 06 Jul 2007, 17:27

Re: New Map: Western Frontier

Post by fc14159 »

Beherith wrote:I love it! The layout looks absolutely great, Ill load it up right now.

Edit: the smd params have a slight bug:

Code: Select all

		CloudColor=1.5 1.5 1.5;
		SkyColor=0.4 1.2 2;
		SunColor=2.0 2.0 2.0;
Colors should be between 1 and 0, I believe the engine clamps or normalizes to 1 on load.
Beherith wrote:Please define at least 2 start positions in SMD so map can be launched without lobby.
Ok, fixed and reuploaded. Thanks.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: New Map: Western Frontier

Post by KaiserJ »

nice design!

can bots climb the hills?

and what did you use for texturing your map
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fc14159
Posts: 153
Joined: 06 Jul 2007, 17:27

Re: New Map: Western Frontier

Post by fc14159 »

KaiserJ wrote:nice design!

can bots climb the hills?

and what did you use for texturing your map
Yeah, bots can climb the hills whereas vehicles can't. I used WiCEd for the texture.

Edit: Beherith, could you please load the updated file? Thanks in advance.
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manolo_
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Re: New Map: Western Frontier

Post by manolo_ »

looks cool, but lack at some details/features (from what i see at the pics)
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shedeki
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Joined: 05 Mar 2007, 13:53

Re: New Map: Western Frontier

Post by shedeki »

I like the basic layout of the map very much, while the textures do need more variation. And the sand/pebbles should not be that uniformly grey. ;)

Beherith wrote:I love it! The layout looks absolutely great, Ill load it up right now.

Edit: the smd params have a slight bug:

Code: Select all

		CloudColor=1.5 1.5 1.5;
		SkyColor=0.4 1.2 2;
		SunColor=2.0 2.0 2.0;
Colors should be between 1 and 0, I believe the engine clamps or normalizes to 1 on load.
According to the wiki spring neither clamps nor normalises those values. I couldn't confirm that though.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Map: Western Frontier

Post by Beherith »

The updated file worked as advertised; and the grass texture needs some variation, or some features.
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: New Map: Western Frontier

Post by manolo_ »

did u played it yet or gave it some players to test it? i think the narrow river (between the 2 mountains) could lead to some porcing. also how deformable is the map, i mean is it possible to build stuff on the mountain, then destroy it and then build bigger stuff on the same spot, that could lead to some long range turrets at the hill. btw i think a smaller version of the layout could be a good 1v2 or 2v2 map
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New Map: Western Frontier

Post by Beherith »

Just fyi, if you re upload with the same name, then it will fail on springdler and on autohosts. Every time you update a file it must have a different name.
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fc14159
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Joined: 06 Jul 2007, 17:27

Re: New Map: Western FrontierV2

Post by fc14159 »

Ok, I added the fixes and SirArtturi's trees and uploaded the file as V2.
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hunterw
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Joined: 14 May 2006, 12:22

Re: New Map: Western FrontierV2

Post by hunterw »

too many trees, the trees are nearly the same color as the grass, and they are taller than your mountains

i bet the first version played well...good incentives for both tanks and bots. bots get over the hills easily but tanks are best when behind enemy's front lines
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: New Map: Western FrontierV2

Post by Forboding Angel »

Image

For a first map you did a really good job.

What it needs is, more color variation, more height variation, and probably better usage of features. For a good contrast, you might try using sirartturi's birch trees.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: New Map: Western FrontierV2

Post by Gota »

IMO you dont nessesarily need more color variation but the big flat parts feel a bit boring dont they?
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