.:New Map:. Battle for PlanetXVII - Page 2

.:New Map:. Battle for PlanetXVII

All map release threads should be posted here

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

Post by Min3mat »

that E&E game we had on that map ;.; owned my PC. dunno if it applies for all your maps but that really sucked :<
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Min3mat wrote:that E&E game we had on that map ;.; owned my PC. dunno if it applies for all your maps but that really sucked :<
That would be an issue with your settings or your computer. An x8 map does not tax your gpu or processor. Did you maybe have reflections or shadows on?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

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...
BTW this is the kind of opinion that I appreciate.

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.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i had min settings, going over the mountain killed my PC
then again it is 3Ghz with a FX5200 <-- not the best in the world ,^^
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

that's not an issue with the map, cause at their base parts all maps are pretty much the same.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

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%)
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Or you could do what I am planning to do: Get a job
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

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.
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IceXuick
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Joined: 14 Mar 2006, 01:46

Post by IceXuick »

that is certainly true. btw this is a kinda forum/msn problem, where people don't understand, or mis-interpretate eachother.. Now that is clear, we should stop this negative loaded thing.. I don't like to spend my time and thouhgts about this, Let's get back to mapping!!
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

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. :-)
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

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!
:mrgreen:
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

bamb 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!
:mrgreen:
*YAY* Someone liked it :-)

Me is happy! Thanks bamb!
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

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

Post by Forboding Angel »

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!
Caydr needs to fix the slope for lv1 vehicles in aa. As it is, lv2 can climb better than lv1 vehicles.

I agree on the water plane. At some point I'll fix it.
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