..:: New Maps - Delta Siege V10 ::.. - Page 2

..:: New Maps - Delta Siege V10 ::..

All map release threads should be posted here

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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Neuralize wrote:One of the duos has it's textures all messed up. The tiles get all garbled and blah.
Damn, you're right!! I've tested and tested, but in final tests with the recompiling to fit the 50 meg, the DeltaSiege Duo got fragmented, cause it the original was recompiled at a higher compression setting! And i forgot to test the duo with this!

I will have to re-release this one asap! I am compiling as i type this.

sorry for this inconvenience, but original and Rev can be played for now...

I'll let you guys know when you can re-download it with all maps working.
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IceXuick
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Post by IceXuick »

NOiZE wrote:Why didn't you use the -e function of mapconv... the filesize could have been 16,7 MB ....

But it all looks Awesome!!

maybe wind could be a bit better
Well i DID use the -e function, and thought this would happen aswell, but apparently this doesn't work all the way, because all tiles are mirrored in the duo variants, and therefor don't have the same orientation. My guess is that it uses a little less then half of the original tiles, and needs to add the other half to them. Strangly Duo and Duo Rev are the same size, while Duo rev uses the tiles from Duo, and therefor should be a very small file size. How this isn't so, i don't know, Maybe it will work with my recompile now...
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Wow this is definately your best map(s) to date, looks great man! :mrgreen:
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Its hawt! All that needs to be said really :p
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Thx guys! im uploading V10 as we speak! hopefully it gets accepted through the auto upload, otherwise i have to wait for one of the admins of FU to upload it manually through ftp

If you want to play original or duo-rev you can play the version that's out now, but the duo map's texture is corrupted, and therefor V10 will be released.
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IceXuick
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Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Okay the V10 is released and ready for download on FU!
:arrow: http://www.fileuniverse.com/?p=showitem&ID=3191

** SORRY BUT YOU NEED TO DELETE YOUR OLDER VERSION OF DELTASIEGE **

This will be the file DeltaSiege.sd7 that is located in the Spring/maps folder.

The V10 version is DeltaSiegeV10.sd7, but the names of the maps are the same, so in order to keep your map list clean, you should delete the older one.

Sorry for this inconvenience, but i wanted to keep the mapname clear and the same. (no ultra long DeltaSiegeDuoRevV10.sd7 stuff)

Enjoy!
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

wow another of your great maps

since your maps are much more "natural" and not just basically flat with some hills like most ota maps i think i'll have to redo aai's placement of defensive buildings. just placing them at the border of its base will not be very efficient on your maps, i'm thinking about a way to implement some more flexible def. building placement
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

ok ice... life tip:

When you ahve a map pack and you need toupdate one of the maps. Change the filenames of the smf's and smd's to reflect a new verson I.E. duo-v01.smf/smd is now duo-v02.smf/smd

etc. That way you won't have sync problems.

Download canyon trio for a working example

You honestly think everyone reads these forums? ;-)
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IceXuick
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Post by IceXuick »

Yes forboding, normally i always do this, but i did not wat a DeltaSiegeDuoRevV10.sd7 ultra long file/map name. I do know its a bit of a burdain.. and i should have renamed it to something else or so.. Won't happen again. But it was only online for 8 hours orso, and older release has been deleted.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

arugh

the archive name does not matter! only the smf name matters! Look at the map list in the battle room, notice the .smf after each one?

the archive could be suckit.sd7 and the maps would still show up the same.
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

HOT DAMN!! If this here aint the best godamn lookin map I ever seen then I'm a bearded gnome!

good work!
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wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

nice map. just played delta siege and must say that its great. still have to try the other two out and that one a few more times but its nice to have a map where everything can be used.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I'm afraid I'd have to side with Forboding Angle on this one. Every version of any map needs to have a unique name.
Perhaps because you changed versions so quickly it may not matter in this particular case... but everyone loses if there are mislabeled maps floating around.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

FizWizz wrote:I'm afraid I'd have to side with Forboding Angle on this one. Every version of any map needs to have a unique name.
Perhaps because you changed versions so quickly it may not matter in this particular case... but everyone loses if there are mislabeled maps floating around.
ANGLE?

Wow, now my feelings are hurt :wink:
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Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Re: ..:: New Maps - Delta Siege V10 ::..

Post by Tim Blokdijk »

IceXuick wrote:Finally after alot of testing, refining and testing again, Delta Siege is ready!
Zin om een biertje te pakken :?:
Ik weet niet waar in NL je uithangt?
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Forboding Angel wrote:... Change the filenames of the smf's and smd's to reflect a new verson I.E. duo-v01.smf/smd is now duo-v02.smf/smd
...
Won't that break the map? Making them «be» without textures, with just a plain redish texture? For all i know, the name must be set when compiling.

Anyway, i really like the idea of making those 3 versions. And they are all very interesting map formats.
Only thing is, since you were going to do that, we should have focused the eforts on the metal map aiming at a confortable 3v3 for the 20x10 one, making it fit confortably a huge 6v6 with the doubled versions, instead of aimining it at 4v4 with possible 5v5 for the 20v10 one and way too much metal for 2v2s or 1v1s (doubled versions metaled for 8v8~10v10, is .. too much).

Anyway, the map is out and i am talking without actually having it tested. Although i don't know when i will have the chance for it, i will try.

I really don't say this often. Good work!
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IceXuick
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Post by IceXuick »

Well, the 20x10 is already no small map. I've spectated two 3vs3 games, and as the game was very interesting, probably due to the fact that there is enough metal to hold a 5vs5, and so that there was enough for an action packed game.

The larger versions have double ammount of metal patches, but they only give 70% metal, which means it still is playable for 4vs4 - 5vs5. I also have spectated the rev version, with 4 vs 4, went very well concerning the metal income. I must confess the players expanded quite slow, so maybe with more agressive players, it will prove to have too much metal too soon.

If this is so, i can adjust this, and set the metal income to 50% on the double versions. And also, if anyone wants to, i could make a DeltaSiege Light version as well, that also has a reduction in metal output, to make it good suitable for 2v2 or 3vs3.

Let me know what your playtesting results in! I'd be happy to do a V10 release, that fixes probable problems like this.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Forboding Angel wrote:
FizWizz wrote:I'm afraid I'd have to side with Forboding Angle on this one. Every version of any map needs to have a unique name.
Perhaps because you changed versions so quickly it may not matter in this particular case... but everyone loses if there are mislabeled maps floating around.
ANGLE?

Wow, now my feelings are hurt :wink:
:oops:whoops!:oops: Surely you can let it slide this once :-)
I can't even count the number of times people have called me Fizz, or fizzwizz, or fizwiz, when I *clearly* spell my name with one 'z' in Fiz, and two 'z''s in Wizz. And they never capitalize both the 'F' and the 'W' either :?
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Well I'm sure if someone misspells your name enough, Fizz, you could bring the wrath of Clan Ghost Bear on their heads!

Oh and Ice. This map is fan-friggen-tackulirific!

Not that I can play much, as I have no game privileges on the week days (its a long story that involves a over eager and incompetent Geometry Teacher, a lot of duck tape and one over coordinated ferret).
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

PauloMorfeo wrote:
Forboding Angel wrote:... Change the filenames of the smf's and smd's to reflect a new verson I.E. duo-v01.smf/smd is now duo-v02.smf/smd
...
Won't that break the map? Making them «be» without textures, with just a plain redish texture? For all i know, the name must be set when compiling.

Anyway, i really like the idea of making those 3 versions. And they are all very interesting map formats.
Only thing is, since you were going to do that, we should have focused the eforts on the metal map aiming at a confortable 3v3 for the 20x10 one, making it fit confortably a huge 6v6 with the doubled versions, instead of aimining it at 4v4 with possible 5v5 for the 20v10 one and way too much metal for 2v2s or 1v1s (doubled versions metaled for 8v8~10v10, is .. too much).

Anyway, the map is out and i am talking without actually having it tested. Although i don't know when i will have the chance for it, i will try.

I really don't say this often. Good work!
No, the only file whose name must not be changed is the smt file.
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