.:New Map:. CROSSING_v2

.:New Map:. CROSSING_v2

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

.:New Map:. CROSSING_v2

Post by MR.D »

Crossings_v2
North Vs South, Desert Savanna vs Lush Woodlands in a fight to control a String of high metal deposits on the Equator of the map.

It's setup for a 3v3 but could easily support 8 players, Many ways to sneak up and attack your enemy and good strategic defence points on each side.

14 meg
*********************************************
!!Crossing_v2.sd7 DOWNLOAD!!
http://www.fileuniverse.com/ta/Crossing_v2.sd7
*********************************************

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Last edited by MR.D on 30 Jan 2006, 08:41, edited 5 times in total.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

wow your map is really really fantastic.

a few suggestions:

- add some more trees to the map (not too many though)

- the brighter grass in the upper part of the map is imho a little bit to bright and shining

- when i select this map in the lobby it takes a few seconds until the minimap is shown. i noticed some maps have that problem as well but most of the others not. is it possible to include a precached minimap in the mapfile (dont anything about the mapfiles...)

- the trees in the lower part of the map are brighter than the map, this looks imho a little bit strange

Heres a pic of AAI pre0.5
Image
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

holy s**T I must have this map!
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Wow.
This map just looks fucking awesome.

Especially the 2nd screenshot. The grass and the plains... it beats even rivendale in the "so cool" compartment.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

IMSabbel wrote:Wow.
This map just looks fucking awesome.

Especially the 2nd screenshot. The grass and the plains... it beats even rivendale in the "so cool" compartment.
I'd rather the fourth screenshot , looks really great!
It looks like having a lot a variety of grass and so on the map
Ill be downloading it :-)
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

another suggestion:

since i like it very much to take control over a unit myself the very rough terrain drives me mad...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

This map earns you a super duper hyper cookie for kicking ass
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

quite a nice map

some comments:

- I wish there were visible metal patches
- The wind is a bit cheap
- and i think t he altitude difference should be a bit bigger
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Origionally I had the map heights span from 10 for woodlands and 300 for the higher desert parts and fortifications and it became impossible for the southern teams to advance uphill.

Decimator, Forboding_Angel, Det and myself tested the map pretty thorougly and the height advantage was to much, so I flattened the map a bit and retested it.

Noize, by wind being to cheap do you mean its just to strong?

I will be adding those metal patches into the texture and get some higher spots on the map in the update I'm working on.

In the meantime, enjoy :-)
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

:shock: Best damn looking map I've ever seen. With the next version, should be a Spring standard, that comes with the 40mb download. I haven't played it yet, though.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

This isn't in the new map format is it? Out of curiosity.
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MR.D
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Post by MR.D »

Its built with Metal, Height, Texture, Feature and Type maps, compiled using Mother's Mapconv which is the latest release I believe.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

Well ingame it doesn't look as good as in those screenshots, guess I need shadows. Anyway, good job it plays well!
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MR.D
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Post by MR.D »

Turning shadows on also seems to turn on the dynamic light sourcing and shadings. This makes the game look sweet, but at a great cost to performance.

Turning on 3d Trees, also turns on grass, if you want to see grass and still run fairly fast, set the Tree LOD down very low but not to Zero.

Grass also asumes the color of the ground and then addsa few shades brighter for contrast, not much I can do about funky colored grass..

I turned up the visual settings to full so you can see what the map really looks like, I doubt that anyone can run at max visual and actually play a large game without a super computer though.
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Well I've finished Version_2 with alot of balence tweaks and fine tuning the map.

I have MEtal patches on the texture so they're visible, a couple Geothermal spots, a few height map changes and some cleaned up features like some more trees in places.

I'm going to wait a bit to release the update though for at least a few days, since I only yesterday released the 1st one.

Do you guys also think its to early to release an update since V1 isn't even on the official maplist at FileUniverse yet?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

well, maybe it would be good to release it BECAUSE v1 isnt on the maplist.
That way people can just jump to version 2....
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Ok, here is V2.
Please post futute comments in reference to V2



!!Crossing_v2.sd7 DOWNLOAD!!
http://www.fileuniverse.com/ta/Crossing_v2.sd7
Last edited by MR.D on 30 Jan 2006, 02:44, edited 1 time in total.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Ahh I remember you showing me this a while back. Nice map, I like the layout a lot. I'll have to get it next time I'm in tasclient.
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MR.D
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Post by MR.D »

I updated the screenshots to match to the V2 landscape now, be sure to grab Version2 as its much improved over the first release.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

i think all and all the textures look mega cool :-) :wink:
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