Echo Canyons

Echo Canyons

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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Echo Canyons

Post by PicassoCT »

Yeah, i know, not playable due to pathfinding tissues.. but imagine that one day, you could play without a unit thrombosis, and then you will have this on your disk:
Image

http://springfiles.com/spring/spring-maps/echo-canyon

Coments? And yes its supposed to be playable. Not a work of art. A Map. For a Game. No i didnt take drugs (while creating it)

Now review this bitch
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Echo Canyons

Post by Anarchid »

not playable due to pathfinding tissues
Just call it a "spiders map".
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Echo Canyons

Post by PicassoCT »

spider map, spider map, form a line to take a nap
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Echo Canyons

Post by Forboding Angel »

Y U NO SSMF?
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Echo Canyons

Post by Silentwings »

Looks great!
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Echo Canyons

Post by PicassoCT »

Forboding Angel wrote:Y U NO SSMF?
I did, i did! Dont beat me to pulp.. i really tryied.. !
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The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Echo Canyons

Post by The Yak »

Tried with Zero-K, map is quite nice looking, but mexes give an insane amount (6.6 per mex, ave for maps with ZK is around 1.5-2.0). Also big features being placed on top of start position mex spots is a real inconvenience.

Rivers are very deep, even impassable to amphibs in a lot of locations.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Echo Canyons

Post by PicassoCT »

Will change mexspots and lower metall output
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Echo Canyons

Post by PicassoCT »

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