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Posted: 23 Apr 2006, 19:55
by NOiZE
Looks awesome!!
can't wait to try it :)
Posted: 23 Apr 2006, 20:01
by FireCrack
I was refering to the rings forming around gradual slope changes.
Posted: 24 Apr 2006, 02:34
by IceXuick
Ah yes. That is due to the texture parameters. Though TA had it in practically everymap (OTA) i do not like this on everymap. I will try and change the texture settings, or try and use a RAW 16 bit heightmap.
Are there more people interested in hovercraft ways in bottom left, en top right corner?
Posted: 24 Apr 2006, 04:40
by smoth
IceXuick wrote:@ smoth: Bryce (5 is the one i used), can render to disk (which all bryces can if i'm right).
I can only render up to 5,800 pixels what does yours allow?
Posted: 24 Apr 2006, 04:52
by IceXuick
it doesn't really 'restrict' me. I will check it out.
what version of bryce do you have?
Posted: 24 Apr 2006, 05:26
by smoth
as far as I can tell version 3. It is an old copy from around '97
Posted: 24 Apr 2006, 06:02
by IceXuick
Revision of Centerrock in progress:
- alot of slopes around the water have been eased out (not all but some)
- hovercrafts more usefull now because of this
- bottom left en top right corner are 2 new chokepoints, and also very useful for hovercrafts and amphibious units.
- Metal placing around these spots, balances the interest in the center rock
- 4 new slopes, meaning more ways to attack your foe!
- More detail texturing
- probabilty of doing this map in 20 x 20, gives more room for the individual chokepoints
Screenshots will be posted later today, now rendering (again :)
check this thread in about 10 hours for more info!
Posted: 24 Apr 2006, 10:29
by GrOuNd_ZeRo
I definitly like the looks of it! good job there!
Posted: 24 Apr 2006, 14:06
by Zenka
Looks wonderfull. Some screens actually made me think Spring can look as good as SupComm somethimes.
Posted: 24 Apr 2006, 21:19
by Sheekel
OMG lilly pads! Shweet!
That is fantastic.
Posted: 24 Apr 2006, 23:46
by IceXuick
I definately think you can come close to SupCom, and maybe even better..
Again rendering and testing everyting (features, pathfinding, accesablilty for all vehicles... It's quite a lot work.. Taking me twice as long as cathralda..
I think this test might be the last one for now, because everything is almost like i want them to be. Some paths could be wider, or bigger or whatever, but most of all, it looks to be a quite challenging map. There are now numerous ways to attack you NME, and you need to watch the 3 fronts, your flanks, and the centerrock!
I'm probably going to make my first public release of Centerrock tonight or tomorrow...
I'll post some pics first, after the final testrun!
Posted: 25 Apr 2006, 03:19
by IceXuick
Posted: 25 Apr 2006, 03:50
by Zoombie
If only nuke explosions looked that cool IN game.
Needles to say: Those shots kick ASS!
Posted: 25 Apr 2006, 04:29
by Das Bruce
Looks brilliant, but please don't do bullshots.
Posted: 25 Apr 2006, 04:41
by IceXuick
Sorry Bruce! Tank you zoombie :)
however, it is playing very nicely. I must confess, there is always a luck factor, but the ranges and distances of the mountains and all passages are quite nice! They all seem to have there own way of handling, you can be safe on your 'Rock' from bertha shells.. (however not the edge) and all this makes this map quite nice imho.
I'll upload it tomorrow!
[EDIT]
I've already uploaded it !
you can download it here:
http://www.fileuniverse.com/?p=showitem&ID=3032
Let me know if you played this map, and how it was!
ice out[/url]
Posted: 25 Apr 2006, 07:44
by Zenka
As said all over this thread: It looks absolutly woderfull. And looks fun to play too! (you don't get that much). More optinions after I played it

Posted: 25 Apr 2006, 09:22
by NOiZE
WOW just WOW
Excellent map!!!!
Only add more startpositions next map please :)
Posted: 25 Apr 2006, 09:54
by Flint
Pst, now do more maps from your concept designs.
Posted: 25 Apr 2006, 09:56
by NOiZE
Owh one more thing the metal patch distribution is a bit unbalanced for 1v1, and there should be a bit more patches for a 2v2.. (each player should start with 3 patches imo)
Posted: 25 Apr 2006, 15:45
by IceXuick
Yes indeed, i'm sorry i forgot this. The map now only has 2 start positions!
Why do you think metal patch is unbalanced? it is near to symmetrical.
I will change this, and make 3 metal patches for each player, and make 4 start locations. If you want you can always choose your start position! :)