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Please delete
Got what i came for, thanks all, back to work!
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Last edited by Myg on 30 Jan 2006, 13:29, edited 6 times in total.
Playing it right now. Pretty damn amazing for a first map. Well done.
Now, the metal. a LOT of maps do this with the metal; the standard rush to the middle idea is pretty overused. Also, by spreading metal throughout the map, its basically a metalmap; there is little incentive to grab more territory, since the mex radius isn't all that large. I like the diffuse metal everywhere idea, but to balance it you should notch the extractor radius up a fair bit.
And shift the high metal areas around the map, so control of more than the middle matters. Two different areas on far sides of the map from spawnpoints would be good; in order to get an advantage over the enemy, you have to control both of them. Or something like that.
No Geos! But you mentioned this, so I look forward to them in a future version.
Great first map, really well done.
Edit: Also, I don't think the default start positions are the same here as they were in OTA; this depends on what you're trying to do with this map, so not a big issue =)
I do think that raising the extractor radius/lowering the general metal output by a tad would be good. On the left island in the middle, I covered about half of it with mexes and close to +40 metal income. This is without the super-metal rich area in the middle.
Now, the metal. a LOT of maps do this with the metal; the standard rush to the middle idea is pretty overused. Also, by spreading metal throughout the map, its basically a metalmap; there is little incentive to grab more territory, since the mex radius isn't all that large. I like the diffuse metal everywhere idea, but to balance it you should notch the extractor radius up a fair bit.
And shift the high metal areas around the map, so control of more than the middle matters. Two different areas on far sides of the map from spawnpoints would be good; in order to get an advantage over the enemy, you have to control both of them. Or something like that.
No Geos! But you mentioned this, so I look forward to them in a future version.
Great first map, really well done.
Edit: Also, I don't think the default start positions are the same here as they were in OTA; this depends on what you're trying to do with this map, so not a big issue =)
I do think that raising the extractor radius/lowering the general metal output by a tad would be good. On the left island in the middle, I covered about half of it with mexes and close to +40 metal income. This is without the super-metal rich area in the middle.
Two pieces of advice,
NEVER use the orriginal texture, they never align right and they're not even very nice to look at.
NEVER use the orriginal heightmap, it doesn't translate as well into full 3d as it would if you were to make a new one very similar but more suited to springs style, ie hills that are actually hills rather than lumps or make port areas too shallow for large ships.
NEVER use the orriginal texture, they never align right and they're not even very nice to look at.
NEVER use the orriginal heightmap, it doesn't translate as well into full 3d as it would if you were to make a new one very similar but more suited to springs style, ie hills that are actually hills rather than lumps or make port areas too shallow for large ships.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I agree with Das Bruce. Consider the remake of the map "The Pass".
The best way to remake TA maps for Spring is not really to port them, but rather make a map from scratch, using the original "Feel" of the map to create a new map.
Your port is clearly a good one; but the problem is that the top-down map style of TA simply doesn't convert well to 3D spring.
The best way to remake TA maps for Spring is not really to port them, but rather make a map from scratch, using the original "Feel" of the map to create a new map.
Your port is clearly a good one; but the problem is that the top-down map style of TA simply doesn't convert well to 3D spring.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
also, put metal in the water, and make it ota style patches.
I havn't had the chance to try it out, however, so if you have already done the above then ignore this post.
if you don't do the above, this map will most likely be doomed to the bargain bin.
ohh btw, change the fog distance in the smd to .4
Otherwise top down view will be a bitch to use.
I havn't had the chance to try it out, however, so if you have already done the above then ignore this post.
if you don't do the above, this map will most likely be doomed to the bargain bin.
ohh btw, change the fog distance in the smd to .4
Otherwise top down view will be a bitch to use.
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Indeed, I did spend a few weeks building one from scratch, but I noticed that it would be much more true to the original to take the old heightmap and texture.
One of the problems to begin with to try and port this map was that spring doesnt handle size numbers like 21 and 25, so i had to change it to 22*24, which is a bit silly.
Thanks for the suggestions all, will look into it adding them.
One of the problems to begin with to try and port this map was that spring doesnt handle size numbers like 21 and 25, so i had to change it to 22*24, which is a bit silly.
Thanks for the suggestions all, will look into it adding them.
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Yes, in general you say, but little I ask, for no ill comes of it or will. It might be a while untill I have finished the map, so I see no reason to let this idle on. If you dont delete the post, It will just sit and do nothing untill I am happy enough to release the final version of the map, which would deserve a new thread if it happens.