..:: Choose between 4 Concepts for a Water Map ::..
Moderator: Moderators
..:: Choose between 4 Concepts for a Water Map ::..
I am going to make a water-based map. I have made 4 concepts, and like to ask you, the community, which one you like to see most. If you have extra comments on the theme, settings, or other suggestions, feel free to post!
Watermap 1 - Sail Away like (not a remake!:) )
Watermap 2 - Split:
Watermap 3 - Cross, 2 large islands, and 2 forward islands:
Watermap 4 - Symmetry with 3 islands on both sides:
Enlighten me!
Watermap 1 - Sail Away like (not a remake!:) )
Watermap 2 - Split:
Watermap 3 - Cross, 2 large islands, and 2 forward islands:
Watermap 4 - Symmetry with 3 islands on both sides:
Enlighten me!
- Targ Collective
- Posts: 202
- Joined: 12 Nov 2005, 14:16
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Hmm
#1 is too derivative. There are already many random-looking island maps.
#2 is exciting and cool, a very nice multiparadigm map.
#3 looks like it's pretty much 1v1, so I'm not too interested.
#4 could be fun as a team map going north-south - put a little metal in the water in the bottom/top of the map, and make sure that the islands have ramps allowing access for amphib tanks/hovers, so amphibious/hover units can attack straight north/south. Plus include rear ramps to the main islands to allow for amphibious sneak attacks.
#2 is exciting and cool, a very nice multiparadigm map.
#3 looks like it's pretty much 1v1, so I'm not too interested.
#4 could be fun as a team map going north-south - put a little metal in the water in the bottom/top of the map, and make sure that the islands have ramps allowing access for amphib tanks/hovers, so amphibious/hover units can attack straight north/south. Plus include rear ramps to the main islands to allow for amphibious sneak attacks.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Split has the most potential. It needs some refining, particularly with the way resources encourage players to go the various ways. I'd also make sure that the paths are nice and wide, so that they don't block up too quickly. Some nice height levels between the paths could be nifty too.
This leads me towards an idea I had a little while ago. Maybe I'll PM you about it.
This leads me towards an idea I had a little while ago. Maybe I'll PM you about it.