..:: Map in Progress - DeltaSiege ::.. - Page 3

..:: Map in Progress - DeltaSiege ::..

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Nice.
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

I like it too !
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Tim Blokdijk
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Post by Tim Blokdijk »

IceXuick wrote:Okay, here is my layout, ...
I gimped it up a bit:
Image
- Added 2 sea players with an little extra metal.
- Moved the sea metal a bit.
- Added 2 geo's in the water, don't know if the engine/mods supports it but it is a chicken egg thing.
- I moved the top geo's more to the side so it's more usefull in the early game, but this is just an idea.

In an 6v6 game the sea players can realy make or brake the game this way.
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krogothe
AI Developer
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Post by krogothe »

6v6?
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IceXuick
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Post by IceXuick »

Well, 2 sea players might be a good idea, i just dunno if the map can hold this much. It might look very large, but i've tested with some sea-war-fare battles and with a quite nice fleet (15 ships medium/large) you can fill a quarter of it already. Might get too crammed up. (maybe a bit of a solution is to make their start-locs a bit more backed up to the sides, and maybe only use 4 land-start-locs, to keep it a 5vs5 max (4vs4 recommended).

I do like the idea of placing the geos more away from center, it might be a tad far away indeed.

More like this?

Image

Anybody else who likes to comment on this, tips, suggestions? Forboding, what do you think? is this layout kinda solid? what would you change? let me know, i'd like you to take a look at it.
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Lindir The Green
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Post by Lindir The Green »

Just so you know, having a few super-concentrated metal patches will hurt the balance of many mods, and hinder the performance of many AIs.

So it's good you didn't do that.

Great metal layout!
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IceXuick
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Post by IceXuick »

Thank you! It may need some refining, so i'm waiting for Forboding to help me with this one, and polish it to a final layout. Then i'll fix it with the map and texture, and then y'all can play it ! :)
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AF
AI Developer
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Post by AF »

More water at the bottom,I'm not saying make the map bigger by stretching it, just that if where the land reaches the bottom atm was made so it reached 2/3's of the way but was the same size, because atm the water player is buggered because every single player has a route to their base which puts them at a big tactical disadvantage because these routes appear to surround the base almost in its entirety making it sort of like,you're starting off in the middle of a hold the middle map but you dont have as much resources as the outer starting positions and you're totally surrounded from every angle.

hmmm long sentence
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PauloMorfeo
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Post by PauloMorfeo »

IceXuick wrote:... it might even be possible for a 5vs5 game. ...
I think 5 players it too much for 10 screens of height. I think that 4v4 should be the maximum recomended, best suited for 3v3s.

To your last metal layout, the start position on the beaches should be closer to water, along with the metal patches, so that he doesn't has to walk much to reach the other metal. The other start positions don't require the player to walk so much while offering more metal, not to mention that walking in water is much slower.
AF wrote:More water at the bottom,..., because atm the water player is buggered ...
Water has zero obstacles while this land configuration has some serious blockages of paths. If the land zone in middle top gets any more narrow, it will become «unbreackable» land.
Anyway, if one player is not defended by land, it is just the same as beeing defended by land but not have it's shores defended against hovers. Raped.
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IceXuick
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Post by IceXuick »

Yes, i think a 5vs5 is already a bit too much, and have to refine the metal layout a bit to make it optimal for 4vs4.

The start locations on the beach can't go much farther into the water because of the shore lines (blue-ish wide lines) I do agree that they should be closer because of your arguments and i will make the metal in the sea more close to the beaches.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

I would say refine for a 4 vs 4 layout, however, other than that it looks good. A little clumpy, but good. Nicely spread out and even.

The trick is not to have so much in a small area that someone can porc.
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Tim Blokdijk
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Post by Tim Blokdijk »

Image
You could put the start positions at the black crosspoints.
And organize the metal around it.
It's symmetrical so it is more easy to give players the same access to metal.
This way 4 vs 4 is the normal game and the sea players are optional in a 5 vs 5 game.

I think the geo's on land have a better placement this way.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Tim's is definately quite good
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Tim Blokdijk
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Post by Tim Blokdijk »

Of course, but thanks anyway 8)
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IceXuick
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Post by IceXuick »

thx tim and thx forboding! i'll refine to a 4vs4 and if possible 9th and 10th player start loc.

tomorrw it will be ready.
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BigSteve
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Post by BigSteve »

Ive never tried magic mushrooms....
is that what it looks like when you eat them?... Tims metal map?

hehe
nfekti0n
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Joined: 08 Feb 2006, 16:15

Post by nfekti0n »

Nah, the original colors of the map would be sort of glowing and swirling around, among other things. :lol:
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IceXuick
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Post by IceXuick »

BigSteve wrote:Ive never tried magic mushrooms....
is that what it looks like when you eat them?... Tims metal map?

hehe
lol
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Metal is a bit too heavy for my likings, but I'll see how it turns out.

I worry that in catering to a 4v4, you rule out people being able to play a reasonable 2v2 or 1v1 on the map. If there is so much metal, people will just porc up.
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Zoombie
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Post by Zoombie »

Maps with little or no metal, at first to me, seemed no fun at all. Then i actually TRIED on, and as such loved it.
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