New FFA Map - Knockout
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New FFA Map - Knockout
Presenting Knockout: http://www.springfiles.com/show_file.php?id=2758
The start position problem that was in the first upload has been fixed.
24x24 free-for-all map. Made for 2, 4, 8, or 16 players. The spiky water is impassable by all units.
The start position problem that was in the first upload has been fixed.
24x24 free-for-all map. Made for 2, 4, 8, or 16 players. The spiky water is impassable by all units.
Last edited by fc14159 on 25 Aug 2010, 19:34, edited 1 time in total.
Re: New FFA Map - Knockout
this is an excellent design
Re: New FFA Map - Knockout
ehhh, cool idea :D
if you disallow air, you can have a whole tournament packed into one game!
if you disallow air, you can have a whole tournament packed into one game!
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New FFA Map - Knockout
Nice to see new maps!
Very Nice design indeed...
One suggestion: Make ramps to the sea areas that are not spiked so that people can go water there or build ambhious to flank enemy once the bridge is porced and crowded... This would add depth to the map a lot...
Second: Are you sure your SSMF is working properly? For me it seems like theres no specularity. (well maybe there is, map is certainly more bright than SMF maps usually. Maybe its just that the light does not reflect on flat surfaces so well) Also, you could really take much more out of the detailtexture, currently the pattern is only visible from far distance. You could upscale it a bit and maybe contrast it more.
Very Nice design indeed...
One suggestion: Make ramps to the sea areas that are not spiked so that people can go water there or build ambhious to flank enemy once the bridge is porced and crowded... This would add depth to the map a lot...
Second: Are you sure your SSMF is working properly? For me it seems like theres no specularity. (well maybe there is, map is certainly more bright than SMF maps usually. Maybe its just that the light does not reflect on flat surfaces so well) Also, you could really take much more out of the detailtexture, currently the pattern is only visible from far distance. You could upscale it a bit and maybe contrast it more.
Re: New FFA Map - Knockout
Great innovative layout fc!
And mad props for being one of the first to use SSMF :)
And mad props for being one of the first to use SSMF :)
Re: New FFA Map - Knockout
I actually tried to make ramps, but the whole map was made with Photoshop. I wasn't pro enough and just couldn't get the results I wanted, so I settled for sea only.SirArtturi wrote:Nice to see new maps!
Very Nice design indeed...
One suggestion: Make ramps to the sea areas that are not spiked so that people can go water there or build ambhious to flank enemy once the bridge is porced and crowded... This would add depth to the map a lot...
Second: Are you sure your SSMF is working properly? For me it seems like theres no specularity. (well maybe there is, map is certainly more bright than SMF maps usually. Maybe its just that the light does not reflect on flat surfaces so well) Also, you could really take much more out of the detailtexture, currently the pattern is only visible from far distance. You could upscale it a bit and maybe contrast it more.
And yes, my SSMF is working. I deliberately made it unshiny; it looked kinda ridiculous when it was really reflective because the map is all sand and old, cracked concrete. I used SSMF mostly for the detail texture splatting.
Re: New FFA Map - Knockout
Looks pretty winsauce.
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: New FFA Map - Knockout
Well I understand it isnt easy when you are working with the diagonals, but on the other hand, you have already diagonal and round shapes on your heightmap so I think its just lack of confidencefc14159 wrote: I actually tried to make ramps, but the whole map was made with Photoshop. I wasn't pro enough and just couldn't get the results I wanted, so I settled for sea only.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: New FFA Map - Knockout
It reminds me of the little maze toy where you have to tilt it around to get the tiny metal ball-bearing into the little hole in the center.
Re: New FFA Map - Knockout
Lots of air play, should be interesting
The walls could be just a bit less steep though, it really stretches the texture atm.
The walls could be just a bit less steep though, it really stretches the texture atm.
Re: New FFA Map - Knockout
Yeh if you disabled Air and Sea it could play out just like a tourney, would be pretty fun to try.
Re: New FFA Map - Knockout
i had this idea! i really hope people host and play this map. upload a replay for me pls http://replays.adune.nl
Re: New FFA Map - Knockout
You might have to wait till next spring patch, replays are kinda fucked right now.hunterw wrote:i had this idea! i really hope people host and play this map. upload a replay for me pls http://replays.adune.nl
Re: New FFA Map - Knockout
Yeah, so I kinda messed up some of the start positions, which resulted in a big boom in the beginning of a game. Gonna upload the fix soon.
Re: New FFA Map - Knockout
No it woudn't, because the winner of first-round-battle-A doesn't go over and eat up the players of first-round-battle-B while their combat is still in-progress.Jazcash wrote:Yeh if you disabled Air and Sea it could play out just like a tourney, would be pretty fun to try.
To get that behavior, you'd have to lua up some kind of magical barriers that keep units from entering the other competition zones until only one man stands in the zone.
And even then, you'd have the problem that the guy who won his battle more quickly and decisively would have more time to spam eco in preparation for his next duel.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: New FFA Map - Knockout
Going a bit off topic, you could have a 1v1 map that 16 players joined and initially only 2 players get commanders (the rest get hidden invisible units to keep their team alive) then when one player wins the units are wiped and then next 2 players spawn etc with teams getting knocked out as they lose - one 16 player game is an instant 16 player tournament
Re: New FFA Map - Knockout
The fixed start positions have been uploaded under the name Knockout_v1. I would appreciate it if the new version could go on the autohosts soon.
If only I knew where I could even start to make that.TheFatController wrote:Going a bit off topic, you could have a 1v1 map that 16 players joined and initially only 2 players get commanders (the rest get hidden invisible units to keep their team alive) then when one player wins the units are wiped and then next 2 players spawn etc with teams getting knocked out as they lose - one 16 player game is an instant 16 player tournament
Last edited by fc14159 on 26 Aug 2010, 02:01, edited 1 time in total.
Re: New FFA Map - Knockout
this is epic, i so want to try it
Re: New FFA Map - Knockout
the idea is good but there is one thing i do not like.
there is so few space. The pathes are decent wide but there is only one direction to go.
Even on azure rampart (http://mapinfo.adune.nl/?map=Azure%20Rampart) you can decide if you want to go clock or counterclock wise.
Also needs an excact player number to be somewhat even, something a FFA map should avoid.
ie Blindside or Throne work with any player number.
did not desync for me and the knorkebot was alreay there too!
there is so few space. The pathes are decent wide but there is only one direction to go.
Even on azure rampart (http://mapinfo.adune.nl/?map=Azure%20Rampart) you can decide if you want to go clock or counterclock wise.
Also needs an excact player number to be somewhat even, something a FFA map should avoid.
ie Blindside or Throne work with any player number.
Seems someone heard you: http://replays.adune.nl/?2722hunterw wrote:i had this idea! i really hope people host and play this map. upload a replay for me pls http://replays.adune.nl
did not desync for me and the knorkebot was alreay there too!
Re: New FFA Map - Knockout
@TheFatController
But that means all the Round 1 players are waiting for the other Round 1 players to complete.
Probably better to do something like the map here - multiple battlefields, and then use Lua code to keep everybody behaving - kill units and projectiles that leave the battle area too far, and set all players to be allies of everybody but their current adversary (so they won't auto-attack each other).
But that means all the Round 1 players are waiting for the other Round 1 players to complete.
Probably better to do something like the map here - multiple battlefields, and then use Lua code to keep everybody behaving - kill units and projectiles that leave the battle area too far, and set all players to be allies of everybody but their current adversary (so they won't auto-attack each other).