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Re: 4 new maps - FFA and team maps
Posted: 01 Mar 2010, 13:05
by Beherith
Then how do you propose I make a surround mesh? Ive been wanting to do maps with it for ages.
Albion was made before smoothmesh though.
Re: 4 new maps - FFA and team maps
Posted: 02 Mar 2010, 01:21
by Google_Frog
My suggestion is don't try to restrict movement there as it is too buggy. Wait if/when Spring supports defining a play area on a map so such that the edges are treated as current map edges.
As I have said, I do not see the issue with units on these hills.
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 19:33
by varikonniemi
I really like Vittra! Thank for a great map.
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 19:43
by Cheesecan
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 20:15
by Pxtl
still, a good find. I'd never seen any of those before. Claymore in particular is a good find - there's precious few 5FFA maps.
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 20:21
by Cheesecan
Indeed, claymore is the only one I tried, and just once at that. I thought they were new at first because beh was talking about unreleased maps in some other thread. Just goes to show there is no point in making maps anymore, no matter how good, nobody plays them.
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 20:32
by PicassoCT
melange is good, but could be great with the sanddetailtex from tabulav4
spoof of concept
■ qed in the sands
I know i could have done a specular map in near the same time.. but hey i didnt promise anyhting :D
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 20:33
by Beherith
Claymore is the only really good one anyway. These maps are from before SSMF, so they arent up to par with todays standards.
Vittra is too simplistic for a 2v2.
Melange was too large and no typemap = no fun ffa QED.
Albion had some issues with the surround mesh.
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 21:01
by PicassoCT
Even your bad ones make me happy i resuced myself into mapping retirement before splatmapping came along.
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 21:10
by SirArtturi
Melange is awesome looking map, unfortunately its pretty difficult to play, due to its size.
But Im ready to SSMFize!
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 22:06
by Pxtl
What's wrong with Melange's lack of a typemap?
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 22:15
by zoggop
I'm sure nobody will be surprised by me saying this, but: Melange is so beautiful!
Re: 4 new maps - FFA and team maps
Posted: 17 Feb 2012, 22:53
by PicassoCT
zoggop, thats great, i draw my hat.
But the problem with great maps like cattle and loveplay, is that without the specular splatmapping they look like yesterdays spring. And the splatmapping is not very intuitive.. there is no, auto splatmap it and use these textures tool..so the fab four forever out of reach unless someone can be assed to write this tool. Without splatmaps, alot of those maps wouldnt look any different from what me and you produced back in the old days when the mapboard was crawling with people.
tl,dr; Splatmaps are worth the time. I did one for Halowarz (the new uploaded version - that refuses to work because of size...well, i would bother more, if i had more time beside my mod)

Re: 4 new maps - FFA and team maps
Posted: 18 Feb 2012, 22:28
by varikonniemi
Beherith wrote:Claymore is the only really good one anyway. These maps are from before SSMF, so they arent up to par with todays standards.
Vittra is too simplistic for a 2v2.
Melange was too large and no typemap = no fun ffa QED.
Albion had some issues with the surround mesh.
Vittra has given me many really nice games on 3v3.
Re: 4 new maps - FFA and team maps
Posted: 16 Mar 2012, 10:09
by Saktoth
Google makes a good point, there is no reason not to allow units in these hills, as there is nothing worthwhile you can do in them. See Charlie In the Hills.
Fleas in ZK might be able to use them, but that's very easy to defend against, and no other spiders will really use them. Air will be able to attack from any angle, but that isn't exactly going to ruin the game. This is the same with a surrounding sea, like Tundra- and if the slopes are steep enough, hovers and amphs cant even climb them if you don't want that.