http://www.springfiles.com/show_file.php?id=2579
New Map: Western FrontierV2
Moderator: Moderators
New Map: Western FrontierV2
Western Frontier by me. 18x12 size, for 5v5 battles. Trees by SirArtturi.
http://www.springfiles.com/show_file.php?id=2579



http://www.springfiles.com/show_file.php?id=2579
- Attachments
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- screen00006.png
- (1.72 MiB) Downloaded 3 times
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- screen00004.png
- (1.4 MiB) Downloaded 3 times
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- screen00002.png
- (1.42 MiB) Downloaded 3 times
Last edited by fc14159 on 01 Apr 2010, 18:18, edited 3 times in total.
Re: New Map: Western Frontier
nice! that looks like a fun map
Re: New Map: Western Frontier
Great work!
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: New Map: Western Frontier
Looks good. I'll give it a try
Re: New Map: Western Frontier
I love it! The layout looks absolutely great, Ill load it up right now.
Edit: the smd params have a slight bug:
Colors should be between 1 and 0, I believe the engine clamps or normalizes to 1 on load.
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;
Re: New Map: Western Frontier
Please define at least 2 start positions in SMD so map can be launched without lobby.
Re: New Map: Western Frontier
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
Re: New Map: Western Frontier
Beherith wrote:I love it! The layout looks absolutely great, Ill load it up right now.
Edit: the smd params have a slight bug:Colors should be between 1 and 0, I believe the engine clamps or normalizes to 1 on load.Code: Select all
CloudColor=1.5 1.5 1.5; SkyColor=0.4 1.2 2; SunColor=2.0 2.0 2.0;
Ok, fixed and reuploaded. Thanks.Beherith wrote:Please define at least 2 start positions in SMD so map can be launched without lobby.
Re: New Map: Western Frontier
nice design!
can bots climb the hills?
and what did you use for texturing your map
can bots climb the hills?
and what did you use for texturing your map
Re: New Map: Western Frontier
Yeah, bots can climb the hills whereas vehicles can't. I used WiCEd for the texture.KaiserJ wrote:nice design!
can bots climb the hills?
and what did you use for texturing your map
Edit: Beherith, could you please load the updated file? Thanks in advance.
Re: New Map: Western Frontier
looks cool, but lack at some details/features (from what i see at the pics)
Re: New Map: Western Frontier
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. 

According to the wiki spring neither clamps nor normalises those values. I couldn't confirm that though.Beherith wrote:I love it! The layout looks absolutely great, Ill load it up right now.
Edit: the smd params have a slight bug:Colors should be between 1 and 0, I believe the engine clamps or normalizes to 1 on load.Code: Select all
CloudColor=1.5 1.5 1.5; SkyColor=0.4 1.2 2; SunColor=2.0 2.0 2.0;
Re: New Map: Western Frontier
The updated file worked as advertised; and the grass texture needs some variation, or some features.
Re: New Map: Western Frontier
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
Re: New Map: Western Frontier
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.
Re: New Map: Western FrontierV2
Ok, I added the fixes and SirArtturi's trees and uploaded the file as V2.
Re: New Map: Western FrontierV2
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
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
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: New Map: Western FrontierV2

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.
Re: New Map: Western FrontierV2
IMO you dont nessesarily need more color variation but the big flat parts feel a bit boring dont they?