3 New testable Skirmish maps! - Page 2

3 New testable Skirmish maps!

Discuss maps & map creation - from concept to execution to the ever elusive release.

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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Skirmish maps!

Post by bobthedinosaur »

3 New Test maps! Please give feed back on playability (ignoring crappy texture jobs) These are my 1st 3 maps to be released.
ALSO: Sorry for the crappy hosting site, but its 4 AM and spring files takes 10 minutes to load.

Edit: here they are on spring files! yay :P
http://springfiles.com/spring/spring-maps/sk-doom
http://springfiles.com/spring/spring-maps/sk-hive
http://springfiles.com/spring/spring-maps/sk-mud-hole

1) SK Doom - Play in radioactive waste or fight for the high ground
Image
Get it here: http://www.sendspace.com/file/jusb4w

2) SK Hive - KotH style with ambush alleys.
Image

get it here: http://www.sendspace.com/file/m28sxj


3) SK mudhole - pretty simply terraced map with 3 routes of attack
Image
get it here: http://www.sendspace.com/file/htsxix

So yeah. Try them out on different mods and tell me what you think.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: 3 New testable Skirmish maps!

Post by knorke »

I think you fucked something up during compile/packing because the minimap is all messed up and on zooming out makes maptextures look strange. That plus crappy texture (i know, ignore) makes it a bit hard to judge layout because it is disattracting.

Anyways, always looking for small maps with interessting layout for springtanks, so of course tested those. Used SK mudhole as testmap for modding during last hour or so.
That is also the map layout I liked best, the others not so much.

Hive's layout is quite complex and confusing but maybe thats texture.
Height differences on SK Hive and SK Doom also seemed quite huge to me.

On mudhole, the middle path between start areas is really short compared to the longer side paths. Depending on the game, it might just be lane pushing there. Maybe change the 2 grey squares in middle to ramps that lead to the green L shaped areas.

Or it would be good to to have a middle hole in the grey ] [ shaped walls and then connect brown and green with a ramp there.
So it is possible to switch paths and the map is less like "parellel paths with no connection." If there was this connection between middle and side paths, it might be more interessting. Maybe do it on one side only?
Generally noticed Hive & Mudhole are pretty symmetric except for minor details. I think one axis of symmetry is enough.

It would also be cool to have some non 90┬░ angles or just some "bumpy sand area" just to break up things a little.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: 3 New testable Skirmish maps!

Post by bobthedinosaur »

Thanks for the feed back!

Textures, are an issue right now. And I think my compiling is a bit bad. So I'll try again on some other map tools.

Making a non parallel path on mudhole sounds do able.

If I made the height less extreme on hive and doom do you think they would be more playable? Or are they a lost cause?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: 3 New testable Skirmish maps!

Post by PicassoCT »

I cant wait to see you making heightmaps out of splines- and gradient texturemaps... - and then add bump. Mapmethod is superior (only Behesplat caught up)

3ds to the max
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: 3 New testable Skirmish maps!

Post by bobthedinosaur »

i dont have 3dmax :cry: nor do I know how to use it.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: 3 New testable Skirmish maps!

Post by PicassoCT »

then congrats on your heightmaps- they looked like my maxheightmaps to me.
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