..:: New Map - Dry River V10 ::.. - Page 2

..:: New Map - Dry River V10 ::..

All map release threads should be posted here

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NOiZE
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Post by NOiZE »

Looks great so far, but as zwzsg said try to make the cliffs a bit less steep so you can put a bit more trexture on them
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IceXuick
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Post by IceXuick »

I have made a new version, that is compiling as i type.

The texture has been redone, but still needs some work. The heightmap and metal deposits are a bit better now.

Height is now quite more natural. More variation and hopefully not as flat anymore on the earlier plateous (? do i type this right)

btw, haha, i had to look up the translation for astroturf, had a big laugh when i found it. And yes, i agree with that!

The metal is now more balanced. As well on the left as on the right side of the river are now equally ammounts of metal (some metal on right will produce a bit more than on the left.)

I will post some screenshots and the minimap tomorrow.

Thanks for all the tips and idea's (again)!

ice out.
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Maelstrom
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Post by Maelstrom »

The map is sounding good, cant wait to see the new screenshots.
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zwzsg
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Post by zwzsg »

NOiZE wrote:Looks great so far, but as zwzsg said try to make the cliffs a bit less steep so you can put a bit more trexture on them
I wasn't talking about making the cliff less steep, but about breaking the straightness of the top edge of the cliff. Purely for aesthetic consideration, so make sure it doesn't impact gameplay, and don't do it if it do, that we can still build turrets near the cliff edge for instance. I like how cliff and flat are are clearly defined, so keep that.
Torrasque
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Post by Torrasque »

It could be cool to have some hovercraft entry (just have the "coast" less steep), in the middle and in the bottom of the river.
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IceXuick
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Post by IceXuick »

Okay, after another couple of testruns, with an enhanched (but at the moment already older) heightmap, it plays quite well, and looks more realistic. Yesterday i finalized the naturalization, and am rendering as we speak (again). The texture has also been altered again, a bit.

Now hopefully you will like most of it.

AAI had to play quite a while to get it done, which i think is some indication of the balancedness of the map (it was a 1vs1vs1vs1, but going to check 2vs2 also with the last version)

Hopefully i can post some screenshots, and maybe V10 this evening. The map has no features yet, so maybe someone has made new features, or knows of features that'll probably fit this map, plz let me know! (I will search for some after this post)

Later..!
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IceXuick
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Post by IceXuick »

Allright!! DryRiver has been released!

Hopefully it is to everyone's liking. Most tips and suggestions have been worked on. Everything works, and plays quite well!

You can download it here:
http://www.fileuniverse.com/?p=showitem&ID=3069

Some screenshots:


Image

Image

Image

Image

Image

Image

have fun, and let me know how it plays!

ice out.
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krogothe
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Post by krogothe »

The cliffs look better now, will try it sometime. If this kicks as much as as center rock youll become my favourite mapper!
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NOiZE
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Post by NOiZE »

Looks great!

Wind seems a bit too high...
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IceXuick
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Post by IceXuick »

Yeh, srry, wind wasn't really changed (not) after centerrock.. Maybe when there come some reviews of people who played it, and some things need to be altered, i can change the wind also in next release.

Any suggestion on wind?
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NOiZE
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Post by NOiZE »

1 - 20

is nice imo
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IceXuick
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Post by IceXuick »

yep, thought of something like that aswell..

Did you play it ?
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NOiZE
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Post by NOiZE »

Yeah had a nice 1v1 on it :-) was great fun!!
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IceXuick
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Post by IceXuick »

thats good to hear! Anyone else who wants to share his experiences?
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AF
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Post by AF »

hmm looks a little brighter there than it does on my comp =s

i tried out XE8 and saw AAI and OTAI do absolutely nothing, then AAI crashed and I got annoyed.

Very pretty tho.
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IceXuick
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Post by IceXuick »

With the new AA 1.45?

I'm having some crashes with that one too. But it can also be because of the typemap. I always had a problem with a default terrain type popping up, while it shouldn't be there. Checked the map-format, and it should be half as big as the heightmap.. without the +1 thing. After that, the typemap was fine, but i had a crash too (although i changed too 1.45 at the same time, and it rarely crashes (aai does a great job on it here.. )

Damn..

I've just started on a huge map (32x32).. until i get more problems, or other changes that should be made i will change it!

Let me know when someone played humans vs humans
Egarwaen
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Post by Egarwaen »

Had a good 2v2 on it with AA1.45 earlier today. It's a very interesting map. The water seems to give the right side a decent defensive boost, and the geo gives them a good economic boost. Meanwhile, the left's better access to hills lets them employ artillery better early on.
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IceXuick
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Post by IceXuick »

Shweet! I hoped it would turn out okay.

In the V10 release i probably going to add/change these:

- one metal spot less on centerhill
- 2 metal spots more on right side (top and bottom)
- wind change from 8-23 to 3-20
- If i can get it to work, a background 'sky-box'

Until then, i'm working on the Bowl concept, now officially, thanks to aGorm, called Quarry. Busy with testruns on the heightmap. It's going to be a 24x24 map, so rather big.
Egarwaen
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Post by Egarwaen »

IceXuick wrote:In the V10 release i probably going to add/change these:

- one metal spot less on centerhill
- 2 metal spots more on right side (top and bottom)
- wind change from 8-23 to 3-20
- If i can get it to work, a background 'sky-box'
I think these will all be good changes. :)
Egarwaen
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Post by Egarwaen »

Had another 2v2 earlier. I was going to post a replay, but it crashes Spring around where we pause/unpause to try and let IceXuick resynch. Observations:

- Air's pretty valuable right now. The relatively high wind and small size let you use it to hit with very little warning. V10 should fix that.

- The multiple access routes and hills are very well-done. Even if Spring's pathing is a little stupid about it, a human can tell quite easily where units can move and where they can't.

- The open-ness of most of the chokepoint approaches makes porcing very difficult. I think artillery can fire across from one cliff to another in most places, so you seem to need to place your defences fairly far back, which surrenders a lot of territory to your opponent.

- The broken terrain makes radar a bit of a pain, but I realized after the game that an advanced radar up on one of my hills probably would've mapped out most of my opponent's defences.

- You really need to push early. Unlike maps like Greenhaven, Center Rock, or EvergreenHaven, the map's small enough that your opponent can easily turn your chokepoints against you.
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