..:: New Map - Center Rock - V11 & V12 ::.. - Page 3

..:: New Map - Center Rock - V11 & V12 ::..

All map release threads should be posted here

Moderator: Moderators

User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

While you're at it, i think the maps could use a bit more metal patches...
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

haha, im just compiling!

Did you read my previous post?

First of all, i think symmetry is the way the metal is dispatches, so no unbalancing between the teams.

I've added 3 metal spots on top hill for starting locations now. But do you really want metal all over the place? instead of just some locations that you really want, and need to protect?

Any suggestions where you'd like them? and also why they need to be there.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Make it so that it's good for 3v3?

maybe the patches near the center should make a bit more metal?

and indeed don't add to many new patches :-)
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Metal on top rocks (start positions) give 200%

Metal on lower grounds give 150%

Metal below water and in bottom left give 225%

Metal on Centerrock give 250%

I will release the new version with 4 start locations and 3 mexxes per start, but want to wait what other people think after playing the map, okay?

[edit]

Going to switch the toprock and lowerground metal percentages. This will make expanding worth the risk.

[/edit]
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

I just had my first game on this map. was indeed 3v3.

The metal is very low, we had 2 patches each, and one of each team had one. But since this map is so large, it isn't a micro-build-efficient-lvl1-war map. (it takes 1 min for your peewees to get from your side of the map to the other.

Later on, everyone had fields of wind gens, solars, fusions and metal makers. Metal generators were commonly used too. The entire area from the center rock (rock included) to the right cliff was nomansland. (team on the right platform was lozing the enitre 2 hour game). Mostly becouse of the heavy cruize missle fire. Ground attacks were invane, cause of the enourmous amount of anni's. Atillery didn't do very much, because of all the deflectors, minus the fact that they have such small range, they are very ineffective.
(sea was used too, to bomb our base, but they got cruized in the end)

Air won the game eventually, dispite the fact there were murceries and flaggers all over the bases.

Well fun map, fun game, only it ended in long distance warfare.
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Allright, thank you for testing so soon!

I have added extra metal patches on the main starting rocks (topleft, bottomright) So that in a 2vs2 game both have enough metal.

Maybe you have some suggetions about the metal placing, to let people expand more?

Good to hear you had fun, that is offcourse the main aim :D
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

How many patches are there per side now? I count nine on the minimap. That seems like awfully few for a 16x16 map, assuming that each supports one mex, even if they're really big. Perhaps split them into a cluster of smaller patches?
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

The version im testing right now has 12 per side, and 5 'free' in the middle of the map. Maybe i will give each patch more output, or more metal patches..

What do you want?
User avatar
Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Played you map on Linux (single player).
You say you will release the new version with 4 start locations.
Can't you make that 32? (the engine limit afaik)
Just so it can be done if people like to.

And I would not increase the amount of metal patches.
Lesser metal patches gives a more strategic game focused on metal.

And what a great map!
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Well i just added some extra spots (not much).

They are so placed, that the center rock, is more interesting, and probably worth the risk. Also the to crossing next to the rock are given 2 spots that will make them worth fighting for!

Also 8 starting locations instead of 2. (32 start locations is a bit much imho. If you like to let more people join (however 2vs2 is already quite busy) you should make starting boxes if this is the case. ( with 4+ people, players will start on 'level' lower, but don't have that much metal as players 1-4)

I will upload the new Centerrock V11 tonight.
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

v10 is great, played with AAi and it seemed to play the map very well. some kick ass battles!! keep up the good work.
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Yes, I'll keep V10 around also. AAI works even better on V11, because they more often use the different attack routes.

V10:
- low metal, but strategic warfare
- 2 start locations

Image

V11:
- more metal spots ( strategically placed )
- 8 starting locations

Image

This new v11 version will be uploaded tomorrow.

Happy Fraggin' !
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

V11 is now available for download on fileuniverse:

http://www.fileuniverse.com/?p=showitem&ID=3046

If you like to play 1on1: Play CenterRock
If you like to play 2on2+: Play CenterRock V11

Nextmap: Dry River
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

yey! thank you for putting effort and time in making this great map ^.^
User avatar
IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

the pleasure was all mine :D
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

WOW i just had my first aai test game on that map - it looks really really cool :)

thx for your great work
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

had a go, its a blast, and its pretty too.
My only complaint is the countour lines on some slopes, the one flaw in this gem of a map!
Balance-wise i think there are too many mexes on the starting place compared to the rest of the map, which adds to the porc factor, but it isnt bad, just my preference!
good work
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

IceXuick, I apologize for my features not being very "user-friendly"....

I'm working on that, the Alphamaps are still driving me insane, and everytime I try to make one, my textures just come out solid black...

maybe, hopefully, this weekend, I can work that out.

With maps like this, that you are creating, I WANT my features spammed on them :wink:
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

krogothe wrote:Balance-wise i think there are too many mexes on the starting place compared to the rest of the map, which adds to the porc factor, but it isnt bad, just my preference!
You get a lot of metal from the non-starting mex patches.
User avatar
mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Post by mecha »

AF, the colour blue in water is a function of the water molecule's absorption index, not of what colour the sky is (ever gone diving?). On a more artistic note it provides a contrast from the more arid desert colours
Post Reply

Return to “Map Releases”