Map Release... "Forgotten_Crossing_v1" - Page 2

Map Release... "Forgotten_Crossing_v1"

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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Map Release... "Forgotten_Crossing_v1"

Post by JohannesH »

SirArtturi wrote:
KaiserJ wrote:<3
i think i'll do a v2; with a few more mexes, browner grass, and features.

you can't believe how happy i was to hear "there might not be enough metal here" because every other map i've made has had far too much. maybe ive broken my habit? i hope so.
Dont hurry with with placing more metal. One testround in CA speaks really nothing. For me, your layout seems very good, and 1.8/sec is just quite standard.

If someone is whining that map there might not be enough metal usually means that the you have gotten the metal map almost right...
Well, I cant think of any maps with less metal that are commonly played (yeah gf... or coast to coast actually, but thats totally different style). Which isnt bad in itself though. More importantly though, its all in the middle basically. When the sides become more than just (really long) routes for a raid, the map becomes less about straightforward pushing in 1 direction.

Also 1 thing to consider could be spacing the starting mexes a bit. 3 mex start seems a bit too much of a no-brainer choice, with lowish mex value and no expansion to instantly grab several mexes from, at least in BA. Ofc in CA lab haxx allows that you can start with fewer.

Few bushes is cool even for just looks but please dont go overboard making a forest map^^
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Map Release... "Forgotten_Crossing_v1"

Post by hunterw »

JAZCASH wrote:I'd like to see a map with one mex.
closest thing ive seen is something like tournament desert where there's a big central feature to reclaim
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Map Release... "Forgotten_Crossing_v1"

Post by 1v0ry_k1ng »

wow :D
Ben96
Posts: 16
Joined: 07 Feb 2010, 22:26

Re: Map Release... "Forgotten_Crossing_v1"

Post by Ben96 »

Can you tell me which program you used for making this map.The reason is that i'm planning on making a map but dont know what program to use.
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KaiserJ
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Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Map Release... "Forgotten_Crossing_v1"

Post by KaiserJ »

well, springmapedit is probably the best all-in-one program, it's good for new mappers because its designed primarily to make maps for spring (wheras i used a bunch of different graphics software)

to break it down...

i do all of my "precise" graphics work with fireworks vector images (heightmaps, mex spots, the bridges you see on the map) (you could get "gimp" because its free)

for working on the texture and making it look natural (as well as checking the slopes of my heightmap) i use springmapedit

once i have all of the other elements ready, i create a bumpmap, and apply it in 3d max, and render from there with simulated lighting in order to get the shadowed edges and nice things like that. ( i think you can do this in gmax) its a bit more complex, i wouldnt bother with it for now if you are just starting out.

i would suggest, as a rookie, grab springmapedit, muck around with it, check out the scripts, and figure how everything works... this is how i started off, and added more complex things like buildings and bridges and burned in shadows once i was more comfortable with what maps were all about.

msg me in the lobby if you like, im happy to help any mapper; [Mr]CtrlAltDel.

(other mappers, like behe, hunter, artturi, forb, not sure who else has released one recently... they all do things differently... theres not just one way to do it, as you learn, you'll develop your own techniques and style.)

cheers and good luck!
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Map Release... "Forgotten_Crossing_v1"

Post by SirArtturi »

Ok, There could be slighly more metal, maybe replace geo spots with metal spots and move the geos to the hilltops. Increase metal income to 2.0/sec.

Important! Fix the start positions! Especially for 1v1 and tourney maps the even and odd numbers goes opposite sides so that the map can be played with random/fixed positions.

And yes, the texture is really heavy/busy. Units get lost in it. I'd go a bit more easier with bumpmapping or with the contrast...
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Map Release... "Forgotten_Crossing_v1"

Post by 1v0ry_k1ng »

[resolved discovery of goatse]
Last edited by 1v0ry_k1ng on 01 Mar 2010, 21:52, edited 1 time in total.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Map Release... "Forgotten_Crossing_v1"

Post by Jazcash »

Lol hotlink attack. An epic fail if I may say so.
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