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The whole map is metallic, save the water, but extraction radius and metal values are set so you cannot just build row and and row of extractors on start position. With ten extractors, you entirely cover the starting tower, and it produces only +10M, so hopefully you'll need to go in the middle and won't be tempted to porc. (I'm not sure, how much is ten in TA? Should I lower the values so one really has to move? Should I up considering in TA a good metal patch gives +2 not +1?). In case it's not clear, the red bumps contains much more metal, but I don't know if it can be felt with the large extraction radiuses.
Since the Azure Rampart it is the only height of the area, wind is quite strong. I hope it's strong enough so that solar aren't ever built, but not ridiculously strong. I also hope it doesn't affect ballistic shots too much.
The water is supposed to be impassable. Theorically you could move your comm down there, but then it's not supposed to be able to build anything. I you manage to use the water for whatever use, tell me, cause it's not supposed to be used for anything.
Sometimes I feel like the map is too large and that the comm has to walk for a while just to take the tour of the starting tower, sometimes I feel like it's cramped and anything in the way could create a jam.
I'm not perfectly happy with the texturing, that blue looks too artificial. But if I turn it grey, it looks ugly and like a metal map. And it's supposed to take place on an alien planet. Do you think it's ok, or shall I try to change it?
Most of the time the pathfinding is clever and use the brown flat paths. But, sometimes, one unit goes on the cliff. If you see one doing that, just imaging it's roping down, but that the rope is too thin to be seen, ok?
The crenels are made so nearly all units can fire in the openings, and none can over in the hight parts. Save high trajectory and starburst missiles and things like that obviously. Anyway, seeing how the map is set, I doubt the crenels will play any role save for eyecandy. I lowered gravity in an attempt to have more long range straight shots.
I've reduced the map deformation, but if it is still too deformable, tell me. With screenshots and explanations of what you did, cause I'm sure a hundred roachs could deform anything.
I'd like the game to be a ground war, with units battling in middle, taking the long way to attack by the other side, with the paths full of craters and charred wrecks, but still passable and with the wall still straight. If you do some online game on it, I'd be interested to hear how it went and to see screenshots, because basically I have no idea on how a game there could go.
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