New Map: Road to War

New Map: Road to War

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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

New Map: Road to War

Post by Decimator »

Road to War has now been updated to v2.

Road to War is a 28x28 map with a highway down the center.
http://fileuniverse.com/?p=showitem&ID=1966

Aww, isn't the little jeffy so cuuuute?

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Building up, with intimidators firing overhead:

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Uh oh:

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Lots of little problems make a big broblem:

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Fighting back:

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Counterattack!

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Advancing through heavy fire:

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Obligatory Krogoth destroying everything shot:

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And the minimap:

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Special thanks to Vechs and Foreboding for helping me get the awesome screenshots!
Last edited by Decimator on 07 Dec 2005, 03:19, edited 2 times in total.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Interesting. Now make a unit called "Buldozer" and have it be able to move the wrecks off the damn rode!

::Honks horn::
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I already have a bulldozer unit for TA. I'll just have to convert it to Spring, removing its weapon and giving it an uber CrushStrength.

What are those units next to the kroggy?
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Marauders I think, level 3 amphibious kbots.
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

The screenies are from Absolute Annihilation (my personal favorite mod). The units next to the Krogoth would be the KrogTaar heavy weapons mech and the Shiva amphibious mech.
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I hope this road really gives some movement bonus and is harder than the surroundings, right?
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Decimator
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Joined: 24 Jul 2005, 04:15

Post by Decimator »

Yes, the highway has a hardness of 1000 and gives a 3x speed multiplier.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I like the idea of the map, and where you are going with it, but I think it still needs a bit of work.

The highway would look cooler, I think, if it looked a bit battered and used, as opposed to pristine. It would feel more like you are fighting over a real battlefield, as opposed to an artificial world. The bitumen should look worn, you could put cracks in the tarmac, even some craters and rubble. If you are able to use features, I suggest putting some burnt out unit corpses on the road. The highway could perhaps be better if it was much wider, so you could fit more units on them.

I also think you should provide trees in the space on either side of the road; quite dense trees infact. Perhaps some terrain undulation (hills, etc) too. I say this because I think that that particular area is a little dull, and needs some livening up, but also because it could effectively force many vehicles to stick to the roads, and make kbots an excellent choice for taking the off-road path. It would mean that players travelling down the road could fall victim to an ambush set in the trees, etc.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Not to shabby deci... I think the thing I'd like to see most is a little more beliveable coloring in the grass, so it's less "neon seaweed"... maby a foresty color...
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Yeah, a less tiled map would probably look better, the grass could be a bit paler and more dead looking, the road could use a touch of cracked concrete (not too cracked, just slightly).

Still a nice map, I downloaded it :)
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Pxtl
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Joined: 23 Oct 2004, 01:43

Nice idea

Post by Pxtl »

A very cool concept - but it just plain isn't finished.

Things it needs: shoulders/medians to make the road look less like 2 simple lanes. Gravel shoulders would be a good way to make the hardness peter in gradually rather than having an abrupt jump between soft soil and hard asphalt. Nice ditches on either side would be good too.

Also, some more features around the side of the road - just like little turning areas, communter parking lots, stuff like that. I know that adding buildings would be too much modelling, and adding other roads would break the flow of the map, but you could add some features.

That, and street lamp features would be cool.

As for the landscape itself - it looks rather unnatural. I'd keep with the pseudo-terrestrial theme and try and make it look like rolling farmlands - texture it with alternating crop rows and suchlike.
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Decimator
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Post by Decimator »

*goes over to the art forum to request a farmhouse feature*
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Decimator
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Post by Decimator »

I have updated Road to War to version 2. It now has visible metal patches, better metal distribution(less in the center), and kbots are now slower on the highway(to make commander defense of the center less effective, lowered to 1.5 multiplier from 3.0)

http://fileuniverse.com/?p=showitem&ID=1966

This should fix most of the non-graphical issues with the map. Next version should have a better texture, assuming I can remember how I did this one in the first place. :P
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