Saktoth wrote:After seeing it in game, i've gotta say its really good and has huge potential as a staple 1v1 map.
The top/bottom imbalance thing has been previously mentioned, it seems one side is easier to defend but has less metal close by: Im not sure how this will play out.
Besides the top bit needing a bit of flattening, the balance seems to be working out pretty well.
The vehicle pathmap is erratic. There are a few incredibly narrow gaps where vehicles can pass. I know its meant to be a bot map but if vehicles can be used on it, people probably will use vehicles on it. One way or the other, it would be nice if the pathing were just more consistent for vech, blocking them out or letting them be used (obviously, id prefer a mixed map). There is only one geniunely vech-impassable area, and thats the expansion to the west of the top player. Odd because it doesnt really look it.
Didnt you hate typemaps?

Also, the pathing for vecs on it is bad enough that if your gonna use vecs, your gonna pay the price as well. Map is extremely bumpy, Ill grant that. But this map is 100% visual with a map tacked on for actual playability. Its a concept map, and I didnt feel like sacrificing even a small amount of detail for playability.
On a more technical note, the typemap cuts off movement well before it really should- say the crater in the upper left. It probably wont really matter for anything other than flanking manouvers but its a little odd. The change in hardness means there will be ugly, jagged edges if there is ever deformation there.
The typemap early cutoff is because units would look wierd standing upright on a curved surface, thus destroying the illusion. I know, I might have sacrificed a bit too much for looks, but its just a concept map.
Jaggies: The texture under the voidwater is pitch black, not only to make the minimap not look wierd, but it saves like 30% on texture space. So I didnt want the black bits showing under any circumstances.
Finally, the comet things will end up being a distraction.

They look like projectiles.
Imo theyre rare enough to just give you a wtf moment, and they really help in the immersion.
Either way, its amazing as a showcase map, and id love to see other versions, larger, 2v2, or 3-way (Or 5-way, given how the hills are set up) FFA variants.
Thanks, alot of stuff is in the planning stage at the moment, but its proving exceedingly difficult to add a proper good old spring heightmap to the top of an asteroid without sacrificing the naturality of the asteroid.
Since the map is pre shaded, Im hoping I can get away with areas that are smoothed a bit after texturing.