New Map: Altored Divide

New Map: Altored Divide

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Caydr
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Joined: 16 Oct 2004, 19:40

New Map: Altored Divide

Post by Caydr »

Anyone who's downloaded the AA Maps Pack for TA has probably played the map I made some time ago called Great Divide ^3. Or not. Anyway, it's there, and I really liked it, so I decided to run the gauntlet and try to port the bloody thing.

In order to match wits with MapConv, I had to remove many of the map's geothermal vents. This isn't necessarily such a bad thing, as when I look at the map now I might've gone a bit overboard with them. There are now a total of just 4 vents, all of them in the middle region of the map, but located far enough apart that it will be difficult to control more than one.

The name comes from the first map I made, which I called Altored Mars. It's not a typo, don't ask. Anyway, old-timers might remember it for the ultra-thick fog I used to give the map a little more atmosphere... I'm really surprised nobody else has used this, especially when it would be such a neat trick on Nightscape or a mars-themed map. Since obviously this kind of effect isn't needed or wanted in a map like the one I've designed now, you won't find it here either. One of the other ideas I pioneered you'll find though! I was also the first guy to get authentic metal patches... yeah it's been duplicated a million times over and would've been done anyway... but I thought it was cool. Anyway, with these realistic OTA metal patches, gameplay is very similar to the original GD3.

The map is good for up to 10 players. Every player starts with a modest amount of metal, with lots more to be found in less-easy-to-hold areas. Hmm.... what else.... Thanks to Fizzwizz, MRD, Forboding Angel, and anyone I've missed.

The map turned out pretty decent I think... only downside is that I'm refusing to increase the compression beyond 1.5, so the map comes to a rather massive 24.5 megabytes. I also sacraficed a really great skybox to save space, which sucks... (It was to be Miramar from here. Map makers should check it out, there's a couple other decent ones posted there)

Also I used a Terragen profile I found on the net... unfortunately I didn't bookmark the page and I've lost it now. If you search, you're bound to find it. It was called realistic earth or something... it was very detailed - required 18 and a half hours to render this map *at half size*.

Here are some screenshots:

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SourceForge:
http://prdownloads.sourceforge.net/ta-a ... 7?download

FileFront:
http://files.filefront.com/Altored_Divi ... einfo.html

File Universe:
http://www.fileuniverse.com/?p=showitem&ID=2119
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

oowee! I can see why your map is so big now, It's a bit hard to tile a ground texture as colorful and varied as that. It looks like it all got overgrown with virulently reproducing moss or lichen.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Gah... bet i could have tiled it!! :-) never mind it does look nice.

aGorm
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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Hmm... so, looks like the map is being fairly well received. I've gotten nothing but positive feedback so far, and despite several full length games I haven't found anything on it that's messed up or broken. So, although the map's 24 megabytes, you won't have to download betas 1 through 5, then versions 1, 2, and 3 before it's playable.
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Caydr
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Post by Caydr »

Sooo..... any feedback here? Any at all? I could really use some criticism of the amount of metal, geos, wind, etc... I'm working on a brand new map which will push the limits of the Spring engine, and I realllllllly want to get it right the first time.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

The gameplay would move faster with more metal on each patch, but definately no more than 2 per patch.


In most if not all of my maps I have each patch set to 2, then calculate how many patches each player will have = total amount of early game metal. I usually give players 10- 18 starting metal income because it makes gameplay so much more fast paced, + I make the players have to expand to get and to hold that metal which encourages quick battles. If no conflict has been had 6 minutes into the game then something is wrong.

the idea here is you have more patches spread out (which this map does) that players have to go to that give less metal.

The above is my own formula for maps, and it works really well from everything I've seen. Pretty much in all of my maps conflict happens from the get go, and I like it that way. That's one reason why I like 12 x 12 maps as well. It is very hard to porc in a map that size.

That is one reason why I rag on deci about road to war. The metal patches are spread out well, but IMO there are not enough of them. In that map you MUST rush level 2 or you will be outclassed quickly. Extremely low metal maps (Fizzy Lakes come to mind) discourage the use of level 1 units.

Caydr, one thing that would help is that mid level mex you and drexion were talking about. It would allow more flexability from a mappers POV.

Also, I believe the passes (chokepoints) are a little too small. Wreckage and high walls makes vehicles and kbots klunky to use at some point.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

I have played it with 4v4, it was great.
This map really gives a 'no-man's land' feeling in the middle. Hard to take and stand. The hills gives good cover for units or makes great consentrations of defence ('rocks on open sea', dort of thing).
The metal devidion was fine. To get a decent amount of it, you must take the center area. But you can live without (if you got decent allies).

So positive reaction from me. I'll will play this map often :-) Thx for making it.
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Caydr
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Post by Caydr »

This map is balanced metal-wise according to OTA standards, which I believe are better for gameplay than the standard that's developed for Spring maps. Easy access to more than 10 metal per player is excessive IMO. I was actually criticised for putting too much metal on the OTA ver of this map...

In OTA, having L2 by the 20 minute mark was impressive if I remember right (which I probably don't). My point is, less metal doesn't have the effect of forcing people to L2, it has the effect of prolonging L1 play - who can spare 3k metal for a factory when you've got 5 metal income? 5 metal income was a pretty damn good start position in OTA. New engine or not, the old formula has worked for 8 years, I don't see why it ought to change now. I have spoken to a lot of people who have chosen not to migrate to spring for this very reason - virtually every map has many times the OTA standard amount of metal.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

I have spoken to a lot of people who have chosen not to migrate to spring for this very reason - virtually every map has many times the OTA standard amount of metal
Well but this is not spring's fault, its the map developer's fault.
I personally enjoy as little metal possible! :twisted:
Im still waiting for the metal less map :-)
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clericvash
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Joined: 05 Oct 2004, 01:05

Post by clericvash »

looks amaze!
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