Forboding Angel wrote:I don't really care for this attempt to dsdify it, seriously, you can be more creative than that.
I'm fairly annoyed by this one! To clarify:
I am not all that familiar with DSD (have played games there about 10 times in my whole 45k minute spring career and they were all porcy suckfests, but then I dont play BA except 1v1) but I can tell you that it wasnt even remotely an inspiration. The landbridge at the top is a mirrored aping of the kbot hills lining the top left/bottom right start-expands of Tabula, because the gameplay on those is freakin ace.
What is copied from DSD...? the hills have little or nothing in common with the DSD hills, paths or gameplay. The landbridge with cliff was a feature of the original oki-river heightmap- all I have done is make it teired to make the gameplay a little slower and porcier, since on the original oki-river the top battle often ended much faster than the battle in the middle, deciding the game prematurely.
So: not an attempt to 'dsdify' oki-river, just an exchange of oki-rivers flat plain for a multi-tiered hill, for considered gameplay reasons. I agree it looks kind of fugly, but I was hoping for advice in fixing that.
Synopsis, you can do a hell of a lot better, you just aren't trying.
I dont know if you recall my other like, 2 maps, but *I* thought this was marked improvement of texture, heightmap and playability over my last release... my texturing is crude because I am total noob at mapping and do everything inefficently
@ Kaiser, I can only map when im home from uni to use my rig (laptop dosnt support opengl lol), which is almost never. I dont get alot of time to refine my technique
those textures would be fantastic btw, my texture library is sadly lacking in appropriate grass ramps and high-ground.
@ knorke, what features where? My own experiments with features always look really contrived and poor, advice would be mega welcome
@ argh, if the water was murky green it wouldnt look pretty
I feel that this map provides alot of interaction possibilities, but they seem somehow vanish due the size and distance of the battlefields. If you find that as a problem, I suggest doing one simple thing that is reducing the height of the map, for example to 12.
I noticed that in the beta version testgames, but they were only 3v3 and with much higher metal values.. has anyone played the map as it was intended at 4v4 or higher? if so, does the feeling of detatched battlefields persist? I dont really want to shrink it any further, the original oki-river was all about the huge plains and distances, im worried that cramming it together any further would result in porc, but I will change it if it dosnt work out @ 4v4 level.
I will fix the grass in the next release, I made a vegitation map but it seems to have got lost in the works. I need to standardise the ramp depth for a v2 anyway..
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btw, can someone tell me how to compress maps lol? 40mb is a little hefty