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






have fun, and let me know how it plays!
ice out.
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:






have fun, and let me know how it plays!
ice out.
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
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
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.
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.
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.
- 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.