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Posted: 19 May 2006, 04:38
by Zoombie
(Just to irritate Linder):

I agree with you!

Posted: 19 May 2006, 04:50
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!

Posted: 19 May 2006, 14:37
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

Posted: 19 May 2006, 14:47
by Min3mat
you don't need metal in teh water. tidal + floating MM is soooo effecient :D

Posted: 19 May 2006, 15:05
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

Posted: 19 May 2006, 18:42
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.

Posted: 19 May 2006, 18:48
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.

Posted: 19 May 2006, 19:51
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.

Posted: 19 May 2006, 20:57
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).

Posted: 20 May 2006, 15:29
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.

Posted: 20 May 2006, 18:05
by AF
Makes sense, since that means you need a navy else you'll get pummeled from offshore units....

Posted: 22 May 2006, 23:49
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

Posted: 23 May 2006, 23:56
by zwzsg
Funny thing is Wotan just made this map, but for the old TotalA!
http://www.fileuniverse.com/?p=showitem&ID=3215

Image

Posted: 24 May 2006, 00:33
by SinbadEV
Man... when the Devs of SupCom see that... they are going to wet themselves laughing.

Posted: 24 May 2006, 03:27
by FizWizz
omg port it!!1 :P

Posted: 24 May 2006, 03:29
by Zoombie
Thats a good idea.

Posted: 24 May 2006, 05:33
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_.

Posted: 26 May 2006, 01:28
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

Posted: 26 May 2006, 10:09
by NOiZE
Kewl!

can't wait!

Posted: 26 May 2006, 10:29
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.