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Re: New Map - DesertSiege

Posted: 04 Mar 2009, 21:19
by Frostregen
@langtengerfi:
Check out SME_656. Should fix the wrong tile issue.

Re: New Map - DesertSiege

Posted: 05 Mar 2009, 00:54
by BaNa
Hell├â┬│, sz├â┬®p a t├â┬®rk├â┬®p!

I especially like the texture, i havent playtested yet so no opinion on the heightmap but the tex is sweetlookin.

Frontline - Plans for future developement

Posted: 05 Mar 2009, 08:26
by langtengerfi
Plans for future developement:

I'll make a 6v6 version from the map, probably with the same textures, but roads added to it. (without any speedboost)
I'm developing it under the codename Frontline_v1, it's going to be 15x19, the startpositions will have 2 close metal spots and you'll have to travel a lot to get more. I'm planning about 5-9 spots/player each having 1.7-2.5 metal/s. It'll have no connection to DesertSiege at all. The idea came from an epic battle that I played on Comet Catcher Redux. I'll try to add a frame to it, so you wont have to build your base near the edge of the map. - which I think is very bad looking, I think TASpring should've deal with this problem somehow.

Have fun! :)

Re: New Map - DesertSiege

Posted: 05 Mar 2009, 10:56
by hunterw
you cant have odd numbered dimensions iirc, make it 16x20

Re: New Map - DesertSiege

Posted: 05 Mar 2009, 12:17
by langtengerfi
hunterw wrote:you cant have odd numbered dimensions iirc, make it 16x20
waaaaa, that's a big problem, I'we been working on the hmap all day :D
I don't know if I'll make it bigger or smaller... anyway thx for reminding me 'Probotector' XD

Hm... I always end up putting in more player positions, now it seems it'll be a 7v7 map (about 3 kbot 4 tank position on both sides).

But the layout will be much like in Folsdam, except the lanes'll have more connectivity like in Tau10.

Re: Upgraded textures

Posted: 07 Mar 2009, 14:23
by langtengerfi
I've been experimenting with automated metaltexture creation and also tried to improve the textures I used before.
Hopefully the new version of the map'll come up with enough new features to be unique :)

Re: Upgraded textures

Posted: 07 Mar 2009, 14:42
by adin_panther
langtengerfi wrote:I've been experimenting with automated metaltexture creation and also tried to improve the textures I used before.
Hopefully the new version of the map'll come up with enough new features to be unique :)
Looks cool to me.

Re: New Map - DesertSiege

Posted: 09 Mar 2009, 13:42
by 1v0ry_k1ng
or to put that a way, they dont want to be responsible for any macro gameplay, just their own tight, porcable strip in a larger game where even total failure will not result in instant death

New version released as 'Dune'

Posted: 09 Mar 2009, 21:42
by langtengerfi
You can check the new version in jobjol:
http://spring.jobjol.nl/show_file.php?id=1816

Re: New Map - DesertSiege

Posted: 09 Mar 2009, 21:47
by smoth
it is usually prefered to start players 1 and 2 on opposite corners... like:

13
42

Re: New Map - DesertSiege

Posted: 09 Mar 2009, 21:52
by Pxtl
smoth wrote:it is usually prefered to start players 1 and 2 on opposite corners... like:

13
42
I think that convention originated in FFA maps and team-maps where each start-point is roughly equivalent. In this case, a 1v1 would be have no symmetry if they started in opposite corners.

Re: New Map - DesertSiege

Posted: 09 Mar 2009, 21:59
by smoth
however the map is then essentially a 8X8 or whatever distance is between them. just kinda odd to me esp in the name of symmetry

Re: New Map - DesertSiege

Posted: 23 Mar 2009, 09:56
by SwiftSpear
Pxtl wrote:
smoth wrote:it is usually prefered to start players 1 and 2 on opposite corners... like:

13
42
I think that convention originated in FFA maps and team-maps where each start-point is roughly equivalent. In this case, a 1v1 would be have no symmetry if they started in opposite corners.
Personally I'd prefer
11-12
7 - 8
3 - 4
1 - 2
5 - 6
9 -10
13-14

More viable for 1v1, more viable for FFA.