.:New Map:. Battle for PlanetXVII
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
BTW this is the kind of opinion that I appreciate.AF wrote:Foreboding, I'm not disputing quality here, and I have seen all your maps and downloaded quite a few, but I don't like all of them, it is possible to have a quality map that you do not like for aesthetic reasons. For example I'm not very keen on desert or wasteland looking maps, such as the one seen above, however there are odd times when I see such a map and I like it a lot and insist on downloading and playing it, so i always look at in game screenshots.
Now although your past record is good, that doesn't mean that there aren't any new people here, or that we like every single one of your maps, even if we all think they're well made and good quality, highly detailed etc...
Completely understandable. Not every map is gonna appeal to everyone, which is why kinda try to switch up my layouts generally. Some of them are really jsut tests that end up good lol.
AF, as you know (probably as much if not more than I do), sometimes when you're finished with a project you're just too tired or too pissed off to give a damn. That would explain this one.
Keep in mind that I don't really care for several of the maps I have made. As I stated earlier, "It's been a long road and every map I've made I've learned something new.".
The above sentence pretty much sums things up.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
min3mat, The following things might be the problem:
- shadows are on (2048 or 1024)
- High dynamic clouds on
- LOD settings of units in setup of spring
- view distance (terrain) is 100+ (adjustable with Home en End keys)
- There is a lot of wreckage (against AAI this will be quite some!)
- (A)AI is computing alot. In replays it should play much faster
- A lot of units (groups) haven't found a path, and thus overflowing the system with "can't get there" messages.
Hopefully this can help you a bit.
Here it runs fine (better with shadows of):
AMD X2 dualcore 3800+ (clocked @ 2400 GHz, times 2 = 4800 :)
2 GB Ram dualchannel Corsair Pro
2 Maxtors in RAID, with commandline buffering
Asus 7800 GT (clocked @ 110%)
- shadows are on (2048 or 1024)
- High dynamic clouds on
- LOD settings of units in setup of spring
- view distance (terrain) is 100+ (adjustable with Home en End keys)
- There is a lot of wreckage (against AAI this will be quite some!)
- (A)AI is computing alot. In replays it should play much faster
- A lot of units (groups) haven't found a path, and thus overflowing the system with "can't get there" messages.
Hopefully this can help you a bit.
Here it runs fine (better with shadows of):
AMD X2 dualcore 3800+ (clocked @ 2400 GHz, times 2 = 4800 :)
2 GB Ram dualchannel Corsair Pro
2 Maxtors in RAID, with commandline buffering
Asus 7800 GT (clocked @ 110%)
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Ugg, lay of forboding when he's giving other people criticism, eh?
He's taught alot of the current mappers how it's done, and helped out Ice alot with his projects. A mentor is useless if he does not adress the flaws of his students and only issues mindless praise. Forboding might not be the massively talented visual artist that Ice is but he's a great deal more knowledgable about the mechanics and finicy stuff the spring engine does with mapping, and he's helped out alot of people with this knowledge.
He's taught alot of the current mappers how it's done, and helped out Ice alot with his projects. A mentor is useless if he does not adress the flaws of his students and only issues mindless praise. Forboding might not be the massively talented visual artist that Ice is but he's a great deal more knowledgable about the mechanics and finicy stuff the spring engine does with mapping, and he's helped out alot of people with this knowledge.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
BTW ice, last night I broke down and got bryce.
If you could come on ts sometime and help me with it I would be extremely grateful.
Also, I am working on a bit of a project that I would appreciate your help with if you're interested (kinda wanna keep it a secret, so I'll tell you when I get the chance).
@ Swiftspear:
Thanks, that was very kind of you.
If you could come on ts sometime and help me with it I would be extremely grateful.
Also, I am working on a bit of a project that I would appreciate your help with if you're interested (kinda wanna keep it a secret, so I'll tell you when I get the chance).
@ Swiftspear:
Thanks, that was very kind of you.

This map is good. I played it in AA 1.46 yesterday. In 1on1 and in 2on2.
More objective qualities:
1) You can see the heights just fine, very rarely need to use f1
2) The metal patches can be seen very well too, don't need to hit f4 all the time.
More subjective things:
1) The layout is not boring.
2) Enough height differences, but not too much
3) Enough nooks and divots, but not too much. It strikes quite a good balance.
4) It seems quite natural and intuitive in form.
5) The texture looks good. Good color, good patterns, not too distracting, but not too plain either. As above, it's somehow "natural" too.
6) It's the right size!
I like it a lot!

More objective qualities:
1) You can see the heights just fine, very rarely need to use f1
2) The metal patches can be seen very well too, don't need to hit f4 all the time.
More subjective things:
1) The layout is not boring.
2) Enough height differences, but not too much
3) Enough nooks and divots, but not too much. It strikes quite a good balance.
4) It seems quite natural and intuitive in form.
5) The texture looks good. Good color, good patterns, not too distracting, but not too plain either. As above, it's somehow "natural" too.
6) It's the right size!
I like it a lot!

- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
*YAY* Someone liked itbamb wrote:This map is good. I played it in AA 1.46 yesterday. In 1on1 and in 2on2.
More objective qualities:
1) You can see the heights just fine, very rarely need to use f1
2) The metal patches can be seen very well too, don't need to hit f4 all the time.
More subjective things:
1) The layout is not boring.
2) Enough height differences, but not too much
3) Enough nooks and divots, but not too much. It strikes quite a good balance.
4) It seems quite natural and intuitive in form.
5) The texture looks good. Good color, good patterns, not too distracting, but not too plain either. As above, it's somehow "natural" too.
6) It's the right size!
I like it a lot!

Me is happy! Thanks bamb!
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Caydr needs to fix the slope for lv1 vehicles in aa. As it is, lv2 can climb better than lv1 vehicles.NOiZE wrote:Its really nice, had some great 1v1's on it.
However i could be even better!
- The water plane is pure white, which can make it hard to chat.
- Vehicles are near useless on this map, and i have the feeling you intented them to be a bit more usefull.
But Thanks for this great map!
I agree on the water plane. At some point I'll fix it.