New Map - Splintered Tropics

New Map - Splintered Tropics

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

New Map - Splintered Tropics

Post by hrmph »

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

Image
Image
Image
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Ground looks low, make sure explosions don't make puddles.
User avatar
Flint
Posts: 128
Joined: 17 Jan 2006, 08:57

Post by Flint »

Looks pretty neat hrmph, good work
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

agree with flint!
User avatar
mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Post by mecha »

Cool!
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

it looks so empty
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

NOiZE wrote:it looks so empty
Needs tree's.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

It needs Players who build Bases .. forget the Trees. Good Work hrmph!
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

it doesnt need forests but a few groups of palm trees would do wonders for atmosphere
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

The palmtrees are getting in on too many maps now....
User avatar
mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

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.


BTW Nice looking map hrmph.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

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.

Looks like a goodun Hrmph!

aGorm
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

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.
Precisely!
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

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
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i would like some kewl underwater features and plants :) maybe a entire aztec underwater civilisation :)
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

The aztecs lived underwater? man they really were crazy.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

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
Bad for gameplay tho.
Rusher
Posts: 9
Joined: 19 Feb 2006, 15:17

Post by Rusher »

I think they meant flooded :P
Suit
Posts: 35
Joined: 27 Mar 2006, 15:11

Post by Suit »

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
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

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.
Post Reply

Return to “Map Releases”