..:: Release ::.. Supreme Battlefield - Page 2

..:: Release ::.. Supreme Battlefield

All map release threads should be posted here

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colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Ah the 16x16 version is nice, cuz I can play that one without lagging too much :P.
However, I do have some comments on it:

* There are way way way too much trees.
* Did you rescale the heightmap as well? Because some slopes are pretty darn steep.
* The ponds in the lower left and upper right corners can be a bit small IMHO, as there isn't much space to build right now.

Otherwise it's really excellent work!
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

The monkeylord in that shot is from a smallish mod I've been making for fun - balance via making everything stupidly powerful. It'll be posted fairly soon, once I work out the balance of the annihilator-laser-equipped AKs once and for all.
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wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

send me the monkeylord mod and ill take some nice screenshots with everything turned on.
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

RedDragonGecko wrote:that very last screeny is very nice.
btw what is it about spring that puts those lines on the ground. best viewed in this pic http://members.home.nl/sangers/Sscreen011.jpg
Thats what happens when you zoom out with the new nVidia drivers. i get it with my 7800GTX with 84.43 forceare drivers.. but if i back date to 81.98s all good no lines.
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RedDragonGecko
Posts: 31
Joined: 08 Jan 2006, 17:15

Post by RedDragonGecko »

I get it with my ati radeon 9800 pro using latest cat 64bit
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Send him the monkeylord nemo!
KlavoHunter
Posts: 141
Joined: 28 May 2006, 21:41

Post by KlavoHunter »

We just had an epic game on the 32x32, with multiple Vulcans and epic sea battles. Krogoth Drops and air rushes.

And lag. Tons of lag.

People with weak PCs please do not attempt to play the full-sized map. It *WILL* bring your PC to its knees.

Also, if you play on the 32x32 map, please jack the unit limit up to the full 5k. I ran out when playing it as 1k.


Now add metal in the water, so water players have something to fight over!
Proply
Posts: 36
Joined: 07 Sep 2005, 12:22

Post by Proply »

yea metal in the water would be nice, other than that is great, but i did notice that there is one metal patch in the top right section of land, right on the right hand edge of the map near the sea which is textured as a metal patch but there is not metal there.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Proply wrote:yea metal in the water would be nice, other than that is great, but i did notice that there is one metal patch in the top right section of land, right on the right hand edge of the map near the sea which is textured as a metal patch but there is not metal there.
If i'm ever gonna release a V2 (or someone else) i will fix that patch, but it won't add metal in the water, waterfarming is cheap enough already.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

with shitty 15 E per tidal its actually cheaper to build solars...
Other than that the map owns my bollox
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

krogothe wrote:with shitty 15 E per tidal its actually cheaper to build solars...

tidal cost like 85 metal

and a solar cost like 115 metal

so it doesn't matter that much

Also you can build de entire sea full of them!, no hills, no dents, build space everywhere.

I think metal in the water just isn't needed!
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

I agree metal in the water isnt needed at all (makes for MUCH better gameplay), i just think tidals should give 20, so even the little ponds get some use, plus tidals are easier to bomb etc, making them 100% useless with only 15 E. No biggie but if youre making a v2, do increase tidal power ;)
KlavoHunter
Posts: 141
Joined: 28 May 2006, 21:41

Post by KlavoHunter »

I suggest having only a small number of metal patches in the water, near to the coast - just enough to keep your initial economy going.

This way, you can keep your "non-location-restrained" economy (and totally eliminate the competition over owning the water :roll: ), while still allowing people to start in the water without being totally useless for the first 15 minutes of the game.

Also, bumping Tidals to 20 would be nice for powering a Metal Maker economy.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

You've been playing with 0.72b1 again? ;)
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wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

keep the water metal free. gameplay is better without it imo. tidal could use a small boost as everyone keeps saying. all in all, i really like the map.


well, at least one person heard me
Warlord Zsinj wrote:Send him the monkeylord nemo!
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Do those lasers spray like the supcom ones or do they blast like boring OTA lasers?
Looks fantastic in any case.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NOiZE wrote:
krogothe wrote:with shitty 15 E per tidal its actually cheaper to build solars...

tidal cost like 85 metal

and a solar cost like 115 metal

so it doesn't matter that much

Also you can build de entire sea full of them!, no hills, no dents, build space everywhere.

I think metal in the water just isn't needed!
WHat about for mods that don't have metal makers, like EE for instance.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Then water is still imporant to break seiges in the middle and to stop the other ones naval.
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