.:New Map:. Divided Shores

.:New Map:. Divided Shores

All map release threads should be posted here

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Forboding Angel
Evolution RTS Developer
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.:New Map:. Divided Shores

Post by Forboding Angel »

Small changelog:

Added features
Redid texture to a very high resolution while maintained filesize.
Spent more than a week doing it every day for 6 hours a night. Kinda makes work suck the next day.
Gave the water a super pretty color
Attempted to redo the textures on the features but spring likes to override my changes.
Made mex radius to 50 from 40

Have fun, I hope you guys enjoy it. In the words of someone earlier today "It's Gorgous!"

After extensive testing, retesting and exhaustive playtesting I bring you...

My first water map, also, the first Good water map you will play for spring. Ever since I made this map I have been addicted to ships ;p

THis is a different sping on water maps. There is metal on the land but if you refuse to go with ships you will get completely pwned.

Many spring players try to get brawlers up, I have 1 word for you. Shredder.

Air will get pwned bt the flak ships, the only way to compete is to go to the water. Torpedo Launchers are your best friends.

Oh, a difference from most of my maps. Wind gens suck ass on this map. 1-12

Have fun!

Download Here: 11.5 mbs

http://fileuniverse.com/?p=showitem&ID=2248

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Btw fyi, the grass line on the above screenie is because of the way spring renders grass. It is not a feature map problem or anyhting like that. Spring renders grass in squares and it is really funky. THere is nothing I or any other mapper can do to change it so please don't tell me that I have done something wrong in this respect (I am simply trying to avoid an argument)

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Last edited by Forboding Angel on 22 Jan 2006, 13:19, edited 2 times in total.
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Zoombie
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Post by Zoombie »

Cannal combat!!!!!

sounds cool!
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FizWizz
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Post by FizWizz »

isn't that just a little pretentious? The first good water map for Spring was Island in the Sun. GoWII is another good water map.

[edit]Perhaps I am being a bit harsh, and for nought. There aren't enough water maps for Spring, it's good to see people try to bring naval combat back into the game.
Last edited by FizWizz on 17 Jan 2006, 09:14, edited 2 times in total.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

don't take me so seriously ;P

mebbie I should say the first good and FUN water map in spring? (Tongue in cheek).

Gow2 has no metal in the water...

I like island in the sun, but it's kind of a slow going map imo. Doesn't seem to get played very much.

Regardless, I digress. Can't you just take remarks for being facetious? Don't take me too seriously dude, you'll sprain something ;D
BadMan
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Post by BadMan »

Kinda reminds me of Evad on ota.
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Caydr
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Post by Caydr »

A shame about the small extractor radius :P

Ahh evad. I should port that one over sometime...
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

lol caydr, don't start.

btw FTW! 6 pixel clrcle spot == mex radius 40.

check it in game if you want.

Spots are only supposed to put out 2.0, thats what every single one puts out... Not sure where the problem is... All you have to do is put the mex on the metal patch texture which is the same size as the mex itself, I'm not sure why that is so hard lol.
Chocapic
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Post by Chocapic »

all and all i think the map looks nice, and its yet to mention that spring has few water maps and as so its a nice add to the available maps :-)
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Well I have just been informed that the radius problem has been fixed, probably a couple of versions ago, but it was uncodumented. If so I will set the radius to something like 50 so those of you who can't hit the broadside of a barn with a krogoth won't have to think so hard ;P
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NOiZE
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Post by NOiZE »

quite a nice map

but indeed the mexradius is a bit too small

also i think the water is a tad to dark blue

light blue would be prettier

also the rocks walls look a bit to rounded

But nice map.. looking forward to V2 :D
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SwiftSpear
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Post by SwiftSpear »

Does it look good with shadows and reflective water?
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Min3mat
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Post by Min3mat »

oh yeah and NoiZe's greenriver is pretty awesome too, :P ^-^
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

I agree min3mat.

Btw I will reiterate...

tongue in cheek
Doomweaver
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Post by Doomweaver »

EDIT: Ignore this post. :oops:
Warlord Zsinj
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Post by Warlord Zsinj »

I like the overall design of this map. I have only two major criticisms.

One is that the width of the canals might be a little thin, which would could not only block up easily, but also be a nuisance with pathfinding.

The second is that the beaches don't look very good. The strange squares look pretty artificial, and not a natural part of the landscape at all. It is excellent that you have indicated the areas where units can get up onto the land; but I think your need to rework the beaches, not only their shape, but also their texture, so that they fit in better with the look of the map.
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Decimator
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Post by Decimator »

I haven't noticed any pathfinding trouble at all when I have played it.
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Forboding Angel
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Post by Forboding Angel »

did you even load it up warloard?

Just cause something looks funky on the minimap doesn't mean it looks funky in game.

Before attempting to tell me that it doesn't pathfind well, why don't you try playing it. Or would you like to watch one of the 10 games I have played and specced when playing this map.

next time why don't you try knowing what you're talking about before putting your foot in your mouth. Seems you kinda missed my first sentence where I said "After extensive testing, retesting and exhaustive playtesting I bring you... ". Now, If I tested this extensively, don't you think I would have noticed if the beaches looked out of place or if the ships wern't pathfinding well?

Play. Think. Post.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Woah, woah, calm down a bit.

If you didn't want any criticism, you shouldn't have posted this in the map forum. What do you think, this is a lovey dovey forum where you post your map and we all tell you how fantastic you are?

The criticism I gave you wasn't harsh at all, and from what I have seen of the map, I still think the beaches look out of place. And no, I haven't just looked at the minimap. I think the shape, colour and texture of the beaches are out of whack with the rest of the aesthetics of the map.

Not only did I tell you that I like the design of the map, but I liked many of the things you did with it; that I'm not kissing your arse and actually give some opinions on your map is no cause for you to become all defensive, and start insulting me.

Note also that I say that the canals might be a little thin, I make no conclusive statements. From what I have seen of the map, it appeared that it might cause issues. Instead of telling you how wonderful you are, I pointed out a potential issue. I didn't insult you, or say the map was bad; I simply explained that something might be wrong, why, and how it might be improved. Just because you have said you have extensively tested something means nothing. I have no knowledge of your standards of 'exhaustive playtesting'; I have heard many people say similar things only to find critical errors in their maps.
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Maelstrom
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Post by Maelstrom »

The beaches are pretty bad looking. No, i havnt played it, but from those screenshots they do not really look very good. Why not make the beaches like a propper beach? as in not square and perfect?

Some ideas on what I think might make the beaches look better:

Make the beaches wider. Beaches are hardly ever that small. They usually stretch for quite a while. Try doubling the width of the beaches. This will also make it easier to attack, as right now that beach is very easy to block off.

Lessen the slope. Beaches are usually fairly flat. Unless they are dunes of course, but if they are dunes, they should be twice as steep. Make the grass sloping, not the beach.

Bring the beach back a bit. Beaches dont usually stick out so far like that. Usually beaches are actually behind cliffs. Having them protrude into the water does not look any good.


Also, try making some variations in the height ontop of the hills/islands. Having them that flat is quite boring. Either make them a hill, so they go up to a point, or just slightly bumpy. I can see that there is an occasional hill ontop of the islands, but it needs some randomness to help make it look real. Atleast some variation in the heights of the different islands.


I cant comment on gameplay, as I havnt played it, but from what people are saying it sounds good.
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Forboding Angel
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Post by Forboding Angel »

actually imo, the beaches look quite nice in game.

Warlord..

yes you are right. I was a little harsh in my post back, however I thought is was rather messed up to say that something is ugly when it's in the distance in a screenie. Dl it and jsut load it up in game. I makes a lot of sense once you look at it.

Keep in mind when you look at the minimap that a good portion of that is underwater. In game they look natural to me for well used pathways of anphibious units. Everyone has their own take on things and thats fine. I wish 1 of you guys would load it up in spring and tell me what you think then. Having not even played that map how can I take your "Constructive (and I thank those of you who took the time to criticize constructively) Criticizims(sp?)" to heart when you havn't seen it in game for yourselves.

It's very frustrating because it doesn't help me at all. I have no problems making a newer version but I need solid input. I need first hand knowledge about it otherwise it doesn't really help me.

BTW in almost all of the canals you could fit 3 black hydra's side by side in them. Give or take. They are much wider that the minimap reveals.

I hope I'm making some sense here... :(
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