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New Map #67431 - Krom
Posted: 22 Apr 2007, 16:34
by ralphie
So the basic premises were:
A small map for a
quick 2v2 game, where kbots would actually be useful (without recreating small divide)
The hills are basically a cloud filter, so I'm hoping the terrain is even enough not to give one side an advantage. From limited play thus far I didn't notice any huge problems. Though on the off chance someone actually plays it and finds it to be biased, let me know
I've left the middle passage metal free so porcing it up is less beneficial, and placing the emphasis on taking the hills.
As noted in the smd and download page, I used Lathan's rocks.
http://spring.unknown-files.net/file/2779/Krom_v2/

Posted: 22 Apr 2007, 17:25
by 1v0ry_k1ng
Ive seen a noob start in a pos just like that, then build a shipyard and use the sea transport to get his com unto the mainland. times like that when I lose faith in humanity.
it looks a good map, a bit dark though
Posted: 22 Apr 2007, 18:14
by rattle
Too dark yeah. Can't make out much, the sun is shining right in my face.
Posted: 22 Apr 2007, 21:39
by Comp1337
The texture looks a bit muddy, but the concept is ace!
Posted: 22 Apr 2007, 21:56
by LathanStanley
I .... R E A L L Y.... LIKE!!!!... this map....
like.... ALOT!....
its got lots of possiblities, and lots of promise!!!!
meets all the requirements of goodness too!
1- not too much metal in turtlie positions... check!
2- multiple routes of attack!!... check!!
3- advance posts to defend that have seige capability! check!
4- irregular terrain and planned theme!! check!
5- metal deposits, visible! check!
6- not an exact mirror!! check!
7- not a "take the middle"!! check!
8- good in 1vs 1, and team! Check!
9- ffa, (kinda weak.. but I think it can work) Check!
10- features included! check! (could still use more.. though there isn't much really) what new feature you want?? you earned one!
tips to impove, little more detail on the texture itself, consider a "screen" overlay of a cracked detail texture, hand painted on... maybe even baked on bumpmapping, (ask forb how to do that, he's good at it!)
question- did you retexture my rocks??? if so, they look GOOD!
this one gets a win in my book!

Posted: 22 Apr 2007, 22:08
by rattle
Now that it is night and I can see a bit more it looks promising.
Posted: 23 Apr 2007, 08:23
by hrmph
Nice map! Only thing that I dislike is the rock texture (a bit too blurred).
Posted: 23 Apr 2007, 16:36
by ralphie
Cheers for the feedback, have update with a few changes.
I couldn't work out how it was too dark, it may be something that looks ok with my settings/monitor but not others, so I just ripped the sky/lighting from another smd... hopefully that solves it
I've gotten rid of the 3 minute texture job and replaced it with a 5 minute texture job... I think it looks a fair bit better, and ditched my custom detailtex which was making it seem pretty blurry.
(updated screens in first post)
And yes Lathan, it's your MoonRock features. My texturing methods were rather crude - filling the .tga with my rock texture. I was pondering what features I could add, but drew a blank. Cheers for the offer though

Posted: 23 Apr 2007, 19:16
by hrmph
Definitely good improvements.
Posted: 24 Apr 2007, 07:57
by mufdvr222
If you made the map in l3dt you may have the light settings too low in the "lightmap" settings, the default is "1", try 4 or 5 that should help.
Posted: 24 Apr 2007, 14:35
by Justin Case
I really like maps that are about fighting for the high ground. It is full 3d after all, so why not make use of it right?
Posted: 24 Apr 2007, 22:46
by rattle
Hm the first version had better coloring.
Posted: 26 Apr 2007, 15:39
by 1v0ry_k1ng
make a bigger version for 4v4
