~O*New Map - Surrounded Grounds v2 [16x16]*O~

~O*New Map - Surrounded Grounds v2 [16x16]*O~

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Cheesecan
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Joined: 07 Feb 2005, 21:30

~O*New Map - Surrounded Grounds v2 [16x16]*O~

Post by Cheesecan »

Version 2
Image
Changes:
* Improved texture.
* Metal map has been completely reworked.
* Added visible metal patches.
* Added 5v5 support.

Surrounded Ground is..
Terrain with restricted access, suitable for ambush; when the way in is narrow and the way out is circuitous, so a small enemy force can strike you even though your numbers are greater - Make plans; you win by ambush; bring surprise tactics into play; close the gaps and defend against ambush. -Sun Tzu

[Download] (20mb)
Last edited by Cheesecan on 19 May 2006, 02:44, edited 1 time in total.
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Drone_Fragger
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Post by Drone_Fragger »

never have a "hold the center" map. it never works, Because whoever gets the cneter has a metla advantage, Which means that he can build more defences whioch measn the middle is unloseable.
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Comp1337
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Post by Comp1337 »

looks like an decent map to me.. but make the hills > the center in tactical advantage. ie make sure a guardian on top there will pwn the middle. Don't make the metal advantage too big in the center either.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

ok cheese, you need to read my tutorial for making maps with l3dt again. You are using a 1-8 ratio that looks super blurred.

Go back and tead the heightmap and terrain section again.

Also, you have the metal content backwards. It needs to be greatest in the corners and much lower in the center. THat way it shifts the gameplay to taking control of the corners instead of the center.

For a first map very nice job. You can make it even better tho :-)
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Cheesecan
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Post by Cheesecan »

Drone_Fragger wrote:never have a "hold the center" map. it never works, Because whoever gets the cneter has a metla advantage, Which means that he can build more defences whioch measn the middle is unloseable.
I don't agree, but have you taken a look at the metal map, or are you just assuming?
There's a lot to offset dominance to whoever gets the middle..

Firstly, the metal is placed near the edges of the mountains, which makes it difficult to defend. Artillery and other nasties on top will likely make it a no-go in most games.
Secondly, while the metal does give a nice benefit, it will also cost in terms of having to defend on many fronts.
If I'm wrong about this then maybe there will be a v2 coming up..

edit:
Forboding Angel wrote:ok cheese, you need to read my tutorial for making maps with l3dt again. You are using a 1-8 ratio that looks super blurred.
Hm I did render the texture map in 8192x8192, or what did you mean?

edit:
nvm just realized what you meant, I'll try that and see if it gives any visible improvement and then prolly release v2..thanks!
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Forboding Angel
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Post by Forboding Angel »

Cheesecan wrote: Firstly, the metal is placed near the edges of the mountains, which makes it difficult to defend. Artillery and other nasties on top will likely make it a no-go in most games.
Secondly, while the metal does give a nice benefit, it will also cost in terms of having to defend on many fronts.
If I'm wrong about this then maybe there will be a v2 coming up..
I understand what you're trying to do, but take it from me, it doesn't work. I think you may be thinking of an ffa on this map, at which point it might work. But in a 2 vs 2 whichever dumbass in AA moves his comm to the center first is gonna win, because if one teammate does it tho other will as well.

A better idea would be to have all the metal in the corners and on top of the hills. That way you get 2 tiers of warfare.

The middle is still important that way, but it is not necessarily a win game situation.

Take a look at my maps (canyon trio). Take a look at the metal layout (it applies to this map as well), and you will see what I mean. Even better yet, play a game on it. By then, it should be extrememly clear.

I put 1 metal match in the middle to spite all the people who think that all the good metal should be in the center.
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hrmph
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Post by hrmph »

Those extremely tall hills will most likely make the middle much harder to hold than you think... The Sun Tzu quote illustrates what your going for.
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Cheesecan
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Post by Cheesecan »

I'm taking what you've all said in consideration. Work has begun on version 2. Should have it done by tomorrow, unless I get lazy. ;)
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Pxtl
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Post by Pxtl »

Drone_Fragger wrote:never have a "hold the center" map. it never works, Because whoever gets the cneter has a metla advantage, Which means that he can build more defences whioch measn the middle is unloseable.
One point I heard that I liked was that the center is only unlosable if it's holdable. That, apparently, doesn't happen for most of the game in L1-oriented maps like the Desert Triad where you can constantly mortar the middle. The problem is that the nigh-godlike jammers of AA let players overlap the center within their jammer range and then expand to it.
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Cabbage
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Post by Cabbage »

One point I heard that I liked was that the center is only unlosable if it's holdable. That, apparently, doesn't happen for most of the game in L1-oriented maps like the Desert Triad where you can constantly mortar the middle. The problem is that the nigh-godlike jammers of AA let players overlap the center within their jammer range and then expand to it.
Line of sight is your friend..... you should never rely on radar alone.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

I like the design. It is very Ashap-Plateau-esque, and the surrounding hills that block the "drop off" add a lot of immersion.

I particularly like the height of the hills. They are nice and big.

The middle ground seems a little bland, and could do with something to break the tedium a little bit.
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Cheesecan
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Post by Cheesecan »

Finished the new metal map awhile ago, looks like it is going to take the rest of the day to finish the texture render though. :|
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Forboding Angel
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Post by Forboding Angel »

Rest of the day???

How much memory do you have and how big is your swap?

If you are having that much trouble you may want to use mosaic tiles.
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Cheesecan
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Post by Cheesecan »

Released v2.
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smoth
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Post by smoth »

I played this map earlier for gundam Annihilation. Excellent height map and it was very fun good job.
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Forboding Angel
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Post by Forboding Angel »

Great job on the re-render cheese. Looks great!
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knorke
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Post by knorke »

played this map yesterday in an AA 3v3 (left vs right)
After some small battles we took the middle with an Ani, some HLTs and lots of small Kbots but it was not sooo terrible usefull.
I think the hills are just as important as the middle, we were non stop being bombed from their tops... (stupid arm snipers!)

At first I was a little surprised that Kbots can climb those hills, but then it made for some fun fights.
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