-=New Map=- Heaven and Hell

-=New Map=- Heaven and Hell

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OverDamage
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-=New Map=- Heaven and Hell

Post by OverDamage »

Heaven and Hell beta
17.2 MB , 12 x 10

First off let me say that even though I'm calling this the 'beta' version everything is basicly done. The only thing I plan to change in V1.0 is adding features of my own design, which is maybe a week or more in the future, if ever.

Heaven and Hell, an epic battle over the green fields of man.

Heaven gets the high ground and superior metal. Hell gets the low ground and far superior energy. The lack of energy on heavens side should be balanced out by the fact that the whole map slopes up to heaven, giving that side a massive strategic boost. In between is a hilly green middle with lots-o-trees, should make for good midgame engagements. Balance is for 2v2 and 3v3, NOT 1v1. Start positions for 6 players.

This map uses custom features made by Smoth (palm trees, palmettos, dead plam trees).

screenshot:
Image
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

I definitely appreciate the way you have carefully thought about how gameplay will flow around your map with an overall "theme", and then built the design around that. Hopefully it will result in a much more interesting game.

However, to me "heaven" sounds like it has a far larger advantage over "hell". Energy can be accessed anywhere, ultimately, through wind, fusions, etc. Metal can only be cheaply accessed from the ground; metal makers can get metal, but only after a large investment of energy.

I think it would make more sense for the lower terrain to have the higher metal, which is better for a warmachine; but harder to defend.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Hell should get a lot of geo's!

Owh and make sure there isn't too much wind..
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BvDorp
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Post by BvDorp »

I so totally love this map concept! Actually forces ppl to develop some strat. of how to handle their side of the map. Awesome!

And I agree with the above mentoined comments. However, you'll have to figure out how to balance the map. If you give Hell lots of geo's, what does Heaven have to offer?
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Zoombie
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Post by Zoombie »

Cool!

Thats all i have to say at the moment, as i have to well...PLAY the map first... TO the BATTLEROOM!
Kixxe
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Post by Kixxe »

Zoombie wrote:Cool!

Thats all i have to say at the moment, as i have to well...PLAY the map first... TO the BATTLEROOM!
You acully play spring? I never see you online! :shock:
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OverDamage
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Post by OverDamage »

NOiZE wrote:Hell should get a lot of geo's!

Owh and make sure there isn't too much wind..
Hell, infact, has FOUR geo's! In my mind the 2 geo's in the back would supply energy while the front 2 would be made into the geothermal plasma cannons. Either way 4 geo's provides a huge boost to early and mid game energy.

The wind is 5-25, and if you think thats high, well theres a reason. Heaven has to have some way to close the energy gap so I made the wind fairly good. This doesn't unbalance the game IMO because hell can access wind just like heaven can so they will always have the energy advantage. However, hell is more cramped with hills where as heaven is more open, so hell has less space to windfarm, while heaven has more.

BvDrop wrote:I so totally love this map concept! Actually forces ppl to develop some strat. of how to handle their side of the map. Awesome!

And I agree with the above mentoined comments. However, you'll have to figure out how to balance the map. If you give Hell lots of geo's, what does Heaven have to offer?
Heaven has less metal patches, but the patches provide more metal than any others. This amounts to heaven being able to get it's full 'base' metal income faster than hell. Heaven also has more metal per player than hell, but only by about +3 for lvl 1 mex.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Geothermal Plasma Cannons?

Please don't design your maps to not be mod-specific. The only mods that should have mod-specific maps are ones like FF, which need space maps.
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unpossible
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Post by unpossible »

Warlord Zsinj wrote:
Please don't design your maps to not be mod-specific.
eh? :wink:


Nice map!
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LOrDo
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Post by LOrDo »

Minimap?
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FizWizz
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Post by FizWizz »

http://www.fileuniverse.com/images/HnH_mini.jpg
The dimensions of the minimap are a bit large to put here, so here's a link to it. (the minimap was on FU)
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OverDamage
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Post by OverDamage »

Warlord Zsinj wrote:Geothermal Plasma Cannons?

Please don't design your maps to not be mod-specific. The only mods that should have mod-specific maps are ones like FF, which need space maps.
It's not designed to be mod specific, I just threw out a strategy idea that happened to be for AA.
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Min3mat
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Post by Min3mat »

but only by about +3 for lvl 1 mex.
:o
+3 for a mex is sufficient if there are patches, if there is constant metal all other the map it is far too much! (no idea which system it uses though.
start pos should be halfway between H&H with some land down the middle with OKish mexes, and players should be able to expand into both heaven and hell. hell should have geos, heaven should give fairly higher metal. no more than 10 odd geos for the whole map and about 16*16. that would be awesome. you could be 'trapped between H&H' or you could make your units literally 'go through hell' to get to the enemy base ^.^. that would be really cool IMO
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OverDamage
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Post by OverDamage »

Min3mat wrote:but only by about +3 for lvl 1 mex.
:o
+3 for a mex is sufficient if there are patches, if there is constant metal all other the map it is far too much! (no idea which system it uses though.
start pos should be halfway between H&H with some land down the middle with OKish mexes, and players should be able to expand into both heaven and hell. hell should have geos, heaven should give fairly higher metal. no more than 10 odd geos for the whole map and about 16*16. that would be awesome. you could be 'trapped between H&H' or you could make your units literally 'go through hell' to get to the enemy base ^.^. that would be really cool IMO
Ok so from your post it's a fair assumption that you havent even DLed the map and looked at it.

The map uses metal patches, not metal all over.

Well given that that map is only 12 x 10 I can't make the map work like you want, however maybe I could make a larger version in the future...... :twisted:
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Zoombie
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Post by Zoombie »

Kixxe wrote:
Zoombie wrote:Cool!

Thats all i have to say at the moment, as i have to well...PLAY the map first... TO the BATTLEROOM!
You acully play spring? I never see you online! :shock:
I actually do, every once and a while.
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Min3mat
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Post by Min3mat »

well even so a small map with few patches is bad for gameplay, makes it hard to raid!
make more mexes and dont let their income climb too high or something
nah i havent played it as it states tin the post "no idea which (system) it uses tho"
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OverDamage
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Post by OverDamage »

Min3mat wrote:well even so a small map with few patches is bad for gameplay, makes it hard to raid!
make more mexes and dont let their income climb too high or something
nah i havent played it as it states tin the post "no idea which (system) it uses tho"
There are many patches on this map, stop asking for changes when you don't even know what you're talking about. :?
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