..:: New Map - Center Rock - V11 & V12 ::.. - Page 4

..:: New Map - Center Rock - V11 & V12 ::..

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IceXuick
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Post by IceXuick »

Indeed egarwaen is right. The other mexes produce more metal, so a non-porcing player will most likely win.

And yes mecha, i also thought this should be possible. Water isn't all about reflection. And second to that, i did try it in a muddy, brown reddish color, but this didn't work out for the map, due to the 'overload' of brown/red colors.

If more people want the starting metal to be less, i could enhance the diference of the metal output between start and non-start locations.

Thx for all of the rest of the replies, Lathan, indeed i will need some more and maybe a bit better features, but as for now, most work out (not all rocks are my personal favourites, but better than nothing, right?)

till later. Going back to work on DryRiver (10x10 map, for all you "we-want-small-maps" people.
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krogothe
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Post by krogothe »

Porcers always lose, but takes ages to kill their bases. The point in having separate mex spots is to encourage players to expand and develop their bases, but if you have 3 spots right next to each other you might as well make just 1 spot with 3x the metal, since it wont change muchgameplay-wise. At least thats what i believe.
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AF
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Post by AF »

Water on earth is blue because of the blue sky, hence why the river I see out my windows looks grey on a cloudy day.
Egarwaen
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Post by Egarwaen »

There aren't quite enough mex spots on the second tier of the hill to play a 3v3 or larger on v11.

Other than that, it plays very well. Hover is actually useful if your enemy's trying to porc.
mongus
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Post by mongus »

btw how comes your water looks so great on non "reflective water" video cards like mine 9200? its just the map configuration? or a new texture?


Also, a map like this plays very good 2v2 (xta), 2 more starts are just fine imo.

looks good!
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IceXuick
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Post by IceXuick »

Well, maybe it's just mu settings for the water-rendering. I actually don;t know, but i'm happy to hear it looks nice!

did you play Centerrock, or CenterrockV11 ? Incase you want more start locations and also some more metal for the extra players, you can download the V11 (version 1.1). It's practically the same as the orginal, only 'modded' for more people.

I have mainly played 2vs2 on centerrockV11 and that does play quite nice. I can imagine that the metal will be lower on 3vs3. I think you just need to adjust your eco buildup :). Or should i make a V12 aswell?
Egarwaen
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Post by Egarwaen »

I've got V11. The problem is that the start locations on the second "tier" of hills have only one or two metal patches each. This means you've got much less metal than your allies on the first (highest) "tier".

There's also a couple of slopes that AA Stumpies don't seem to be able to pass, but apparently vehicles are getting a bump to their slope tolerance in 1.45.
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IceXuick
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Post by IceXuick »

Shweet, i didn't know that! And yes, i know of the slope the stumpy can't go up, it's on the right side, some where in the middle (top rock too lower rock slope). After a lot of testing and testing, for all the different unit types (small kb0ts, amphibious, spiders, tanks and hovercrafts) i must have missed one slope for tanks (not all, but stumpy and flash also)...

I thought it already weird, that the bulldog can drive this slopen, but a flash and stumpy not. Hopefully it's changed in 1.45.

Any idea when it comes to see the light?
Egarwaen
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Post by Egarwaen »

IceXuick wrote:I thought it already weird, that the bulldog can drive this slopen, but a flash and stumpy not. Hopefully it's changed in 1.45.
Yup, I noticed that. Had a bunch of Stumpies and a couple Bulldogs trundling up it, noticed that the Bulldogs were getting pwnt, looked back to find their support milling around in a disorganized mess.

No clue when 1.45's coming out. Caydr's posted changelogs.
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Forboding Angel
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Post by Forboding Angel »

ok ice, unfortunately it has a few issues...

Firstly and the most annoying is the metal in the center. It makes it a take the middle map.

You should use more metal spots overall. It encourages expansion and promotes better gameplay.

The top only has one exit to their top tier whereas the bottom has 3 or 4.

The fact that you have to take the center to win is a bad thing because all the fighting happens in the center instead of around the sides (which is a damn shame really, because the layout is quite well thought out). The center is on a platform with give attackers a HUGE disadvantage to defences.

Could you please contact me tonight on tasclient or on ts? I would really like to expound a lot on all of this as well as pick your brain on some stuff (in case you didn't read the other thread, I broke down and got bryce, and there are a few things that aren't 100% clear so I would appreciate if you could clearify them for me).

Overall it's simply beautiful. IMO you should decrease the bumpmapping a bit but it's not really a big deal as it only becomes really appearent when you are quite well zoomed in.
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IceXuick
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Post by IceXuick »

Well, i spectated a online battle (3 vs 3):

First phase, was easy going, with the regular expansion. Most metal patches where occupied in this fase (except 2: underwater central, bottomleft)

Next phase was the stragetic struggle around the center rock (also both crossings over the water were getting more crowded by the minute)

After this longer phase, centrerock proved to be hard to hold, and more and more was done through side crossings (and air).

After teching up, the first bertha's appeared. Though they can almost should the whole map, due to radar jamming, it was hard to try and locate important buildings, which was quite fun to watch.

Unfortunately, one player left (the one with air, which already proved very useful on this map) and that, i think, gave the winning hand to the other team.

After more bertha's joining the game, the more central metal patches are becoming more dangerous. They eventually wil become un-occupied. This is good and bad. I think the way the metal is placed in V11, makes it a quite difficult map to master. Esspecially when the BB's arrive.

To give the game more momentum, and also a worth-the-risk med-level-rock-plane, i could place double the ammount of metal pathes to this plane.

The 4 metal patches on the centerrock, which is quite some metal, where difficult to hold (due to the location, and easy-target for BB's. I think that's why this map doesn't have to be a take the middle-or-loose map. The game i spectated, almost proved the opposite.

Question:

Do you players want a Extra V12 edition, in which there is a lot more metal spread out over the map? for expansion an worth-the-risk locations?

If so, i would be happy to make this for you!
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Forboding Angel
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Post by Forboding Angel »

IceXuick wrote:Well, i spectated a online battle (3 vs 3):

First phase, was easy going, with the regular expansion. Most metal patches where occupied in this fase (except 2: underwater central, bottomleft)

Next phase was the stragetic struggle around the center rock (also both crossings over the water were getting more crowded by the minute)

After this longer phase, centrerock proved to be hard to hold, and more and more was done through side crossings (and air).

After teching up, the first bertha's appeared. Though they can almost should the whole map, due to radar jamming, it was hard to try and locate important buildings, which was quite fun to watch.

Unfortunately, one player left (the one with air, which already proved very useful on this map) and that, i think, gave the winning hand to the other team.

After more bertha's joining the game, the more central metal patches are becoming more dangerous. They eventually wil become un-occupied. This is good and bad. I think the way the metal is placed in V11, makes it a quite difficult map to master. Esspecially when the BB's arrive.

To give the game more momentum, and also a worth-the-risk med-level-rock-plane, i could place double the ammount of metal pathes to this plane.

The 4 metal patches on the centerrock, which is quite some metal, where difficult to hold (due to the location, and easy-target for BB's. I think that's why this map doesn't have to be a take the middle-or-loose map. The game i spectated, almost proved the opposite.

Question:

Do you players want a Extra V12 edition, in which there is a lot more metal spread out over the map? for expansion an worth-the-risk locations?

If so, i would be happy to make this for you!
A v12 would make me happy :-) Meh likey de mappy :-)
Egarwaen
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Post by Egarwaen »

IceXuick wrote:Well, i spectated a online battle (3 vs 3):
If this was the one I played in, I'll offer some commentary...
First phase, was easy going, with the regular expansion. Most metal patches where occupied in this fase (except 2: underwater central, bottomleft)
I realized after the game that I should've sent one of my comms down to grab those after our enemies started porcing. They would've been safe from pretty much anything they could throw at them, and would've boosted my metal income substantially.
Next phase was the stragetic struggle around the center rock (also both crossings over the water were getting more crowded by the minute)

After this longer phase, centrerock proved to be hard to hold, and more and more was done through side crossings (and air).
I held the center rock early, and it gave me a fairly big advantage. Not so much in terms of metal as in terms of firepower - I was able to deny the lowest tier of my enemy's territory to them, though I should've stuck a second Guardian up at the other end. I got pushed off it halfway through the game, mostly because I forgot to include it in my anti-nuke coverage. Fortunately, I'd already pulled my Comm back. I had a mobile anti-nuke ready to help retake it, but then the VLRPCs rolled out and I abandoned that idea as too risky.
After teching up, the first bertha's appeared. Though they can almost should the whole map, due to radar jamming, it was hard to try and locate important buildings, which was quite fun to watch.
I had a fairly easy time locating important buildings, thanks to basically controlling the skies (one of our enemies went early air for gunships, then abandoned it) and having spies everywhere. The problem was that the upper tier of their side (where they were porcing) was thin enough that they could easily cover it in deflector shields, so I could only shell any units they tried to move out from under the shields.
Unfortunately, one player left (the one with air, which already proved very useful on this map) and that, i think, gave the winning hand to the other team.
The one that left was on our team. We'd already wiped out one of them (I think I nailed his Comm with a CM after one of my allies almost killed it with a KBot assault), then one of our guys had to leave and gave me his stuff. The one we wiped out was indeed the one who'd gone air, but I already had control of the skies by that point, as he didn't seem to have any fighters.
The 4 metal patches on the centerrock, which is quite some metal, where difficult to hold (due to the location, and easy-target for BB's. I think that's why this map doesn't have to be a take the middle-or-loose map. The game i spectated, almost proved the opposite.
Very much so. Even if I hadn't been stupid and left that area uncovered by my anti-nukes, I would've been pushed off after they got their Vulcan up.
Do you players want a Extra V12 edition, in which there is a lot more metal spread out over the map? for expansion an worth-the-risk locations?

If so, i would be happy to make this for you!
Yes. I think there need to be more metal patches on the mid and lower tiers. I know those mexes give more, but as the player starting on the mid tier, I had to basically spread over the entire tier to get enough metal for my L1 economy. This meant my allies didn't have much room to expand, which in turn meant that they couldn't really put much pressure on the enemy, which allowed them to porc heavily. (As I was mostly occupied defending against air)

That said, this is a good chokepoint map without becoming a porc map. There's enough ways in that an assault force can hit effectively at any stage of the game, and the metal's spread out enough that porcing just doesn't work out. Once my ally and I did get our economy problems sorted out, we were able to very effectively pressure the remaining two enemies. Though the game was decided a little faster than it would have otherwise been when one of them sent his comm forward to try and reclaim the middle tier and my squad of Blades survived just long enough to kill him.

If you want to see a good example of metal distribution, look at Greenhaven or Evergreenhaven, which I think are really good 16x16 maps. Rather than single metal patches they tend to have clusters of patches, often with one big patch and a couple smaller ones. Even just adding supplimentary patches to the lower tiers would probably be enough.
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IceXuick
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Post by IceXuick »

Thanks for thay in-depth review! I haven't watchted the online game completely, therefor not exactly knowing how it went (am at 20% of the reply now)

I then will make a V12 that is will have more patches on the mid tier, so that finally (and hopefully) the metal distribution of Centerrock will be complete. For 1vs1 you can always still play Original or V11, and for more players play V12.

It will be done first thing tomorrow!
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IceXuick
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Post by IceXuick »

Alright then! Centerrock V12 is finished!

I've added quite some extra metal spots. And i must say, the testmatch was a pleasent show of pure battle (AAI 2vs2).

So for all you guys, that still needed more metal than V11, download V12 here:

http://www.fileuniverse.com/?p=showitem&ID=3071

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Dry River is also released! Check out that thread as well if you want to download and play it!

Ice out.
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