This is a 16x16 6 player water/land map I've been working on (off and on) for a few weeks. It is in its alpha stage. Issues I will address in the future include: Making the crossings between land masses wider, and making sure most ground units are able to cross (right now I've only tested with XTA and only kbots can cross). Adding visible metal patches, and possibly features. And some other things. Download: http://fileuniverse.com/?p=showitem&ID=2834
AF wrote:The palmtrees are getting in on too many maps now....
It's no worse then regular trees... But aye, they're definitely no longer 'special' - I think that is more of a compliment to smoth then a criticism tho.
Its not the trees you use, its the way you use them anyway. Same with any feature realy... No matter how good it is, if it looks out of place then its wrong.
aGorm wrote:Its not the trees you use, its the way you use them anyway. Same with any feature realy... No matter how good it is, if it looks out of place then its wrong.
This map could really benefit from good deformable terrain...
imagine that your opponent thinks he has a small canal secured, but then you launch an offensive of crawling bombs and blow a new channel to his base! :D
Dragon45 wrote:This map could really benefit from good deformable terrain...
imagine that your opponent thinks he has a small canal secured, but then you launch an offensive of crawling bombs and blow a new channel to his base! :D
i played the map yesterday - its great, but the water needs to be way deeper - submarines are UNDER the seaground, ships get jammed everywhere - its really crappy to use ships on that map
Suit wrote:i played the map yesterday - its great, but the water needs to be way deeper - submarines are UNDER the seaground, ships get jammed everywhere - its really crappy to use ships on that map
quite true. Water depth for ships needs to be 100 minimum.