Someone NEEDS to make this map - Page 3

Someone NEEDS to make this map

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

(Just to irritate Linder):

I agree with you!
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Incentive to go Naval: About two thirds of the map is water.
Incentive to take the Isthmus: it├óÔé¼Ôäós the only way to get to the enemy over land.
What I suggest: sparse metal in the water, sparse metal in the middle, more metal on the ├óÔé¼╦£home turf,├óÔé¼Ôäó but not too dense.
One more thing: Don├óÔé¼Ôäót make metal patches neat little dots, please. I├óÔé¼Ôäóm not asking for a metal map, but maybe if the metal was located in veins, or splotches, that would be much better than focused little spots!
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Wow... so you'd prefer my metal undergound method? Or like... a kinda half way house (ie large spots in cool shapes that are covered my multiple extractors?)

Also... there will be metal in the water, but only in teh midle area (IE , no free metal in the water)

aGorm
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

you don't need metal in teh water. tidal + floating MM is soooo effecient :D
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mastermat
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Joined: 13 Mar 2006, 12:57

Post by mastermat »

i agree no free metal in the water, and i also like the idea of metal veins could i humbly request if it's not already obvious that the joining bit of land be free of stupid rocks that alwaly catch out big slow tanks.

some more random ideas

maby a couple of islands near the land to allow a sneak intimidator/bertha base. and a flatter shoreline for shelling from ships.

also some large ammounts of metal on the shoreline to encourage naval defense.

the internal lakes on either side seem a bit pointless unless someone created a mod with a cronosphere, or there could be a river leading out to the main sea
bamb
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Joined: 04 Apr 2006, 14:20

Post by bamb »

btw, that screenshot doesn't show the whole map, it's zoomed in. I remember arty units at low right shooting at the big ones on the isthmus.
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FizWizz
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Post by FizWizz »

it does show the whole map, the camera was originally in the blue base before it zoomed out. When it zoomed out, it automatically centered itself so it would not go 'over' the map. The Arty that was hitting the isthmus was located bottom/center of the map, which would be the bottom/right of the blue side.
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PauloMorfeo
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Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

aGorm wrote:...
Just a few Questions... Metal Layout... any suggestions people? ...
The fights were, obviously, staged. Still, from the distribution of the bases, it seemed that metal is not spread all over the map, like CC and stuff. It seemed to have «zones» where there was metal and general areas where it doesn't.
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FizWizz
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Post by FizWizz »

PauloMorfeo wrote:
aGorm wrote:...
Just a few Questions... Metal Layout... any suggestions people? ...
The fights were, obviously, staged. Still, from the distribution of the bases, it seemed that metal is not spread all over the map, like CC and stuff. It seemed to have «zones» where there was metal and general areas where it doesn't.
Try making a general 'cluster' of metal roughly in the middle of either 'continent,' with 3 smaller 'clusters' around them on each side, and then put one small cluster on either side (with a healthy distance between them) of the bottleneck. Put a small cluster each on the two far-flung islands, but make metal very sparse and spread out for the rest of the map (including all the water).
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PauloMorfeo
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Post by PauloMorfeo »

FizWizz wrote:... spread out for the rest of the map (including all the water).
In the video, all the bases were near the shore. That leads to thinking that there is packs of resources near the shore. At least, too.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Makes sense, since that means you need a navy else you'll get pummeled from offshore units....
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

However.... just becasue in SupCOm it loooked liek that dont mean it was teh best way to do it nore that it will work as well in spring....

Ill prob have an inner area, shore ares and mid-botelneck ares...

Ill have to get working on this soon... maybe on my day off this week...

aGorm
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Funny thing is Wotan just made this map, but for the old TotalA!
http://www.fileuniverse.com/?p=showitem&ID=3215

Image
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

Man... when the Devs of SupCom see that... they are going to wet themselves laughing.
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

omg port it!!1 :P
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Zoombie
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Post by Zoombie »

Thats a good idea.
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Erom
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Joined: 25 Apr 2006, 05:08

Post by Erom »

Honestly, even if there is a remake in the works, run the fugly pimple-hills importer on that sucker, just because a Supcom->OTA->Spring report is _Hilarious_.
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aGorm
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Joined: 12 Jan 2005, 10:25

Post by aGorm »

Just so you know I have started work on this now...

Its 28 x 28 (no complaints please... I dont want to do it 32 x 32 and thats that :P ) which is plenty big.

Ive pretty much gott he heightmap sorted, and tomoz I plan to renedr the four peices and maybe stich them together aswell. Then we'll just see were we go from there...

aGorm
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Kewl!

can't wait!
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

SinbadEV wrote:Man... when the Devs of SupCom see that... they are going to wet themselves laughing.
just reading that had me laughing pretty hard man.
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