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New map similar the Castles map called Castle Gods

Posted: 14 Oct 2007, 22:29
by cronos
This map is rendered In Carrara 6 Pro

White a 8192x8192 texture resolution and a 16bit high map

http://www.unknown-files.net/3648/Castl ... by_Cronos/

Image

Fixed link and added the minimap, NOiZE

Posted: 14 Oct 2007, 22:33
by AF
pictures! moderator edit!

Posted: 14 Oct 2007, 22:39
by cronos
Would like to post images but get this error

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yea

Posted: 14 Oct 2007, 22:40
by rcdraco
Cronos signed up today, that's why his link up top is broke too. You have to wait a week or so to post links and pictures.

Posted: 14 Oct 2007, 23:15
by AF
no you need to have at least 4 or 5 posts

Posted: 15 Oct 2007, 00:51
by REVENGE
Please explain why this looks like pure win.

Posted: 15 Oct 2007, 01:26
by Neddie
Expensive, high quality software + good ideas?

hmm

Posted: 15 Oct 2007, 02:50
by rcdraco
I don't like the castle texture it reminds me of a swamp. The map is nice besides, with 89 degree walls[Great for testing my SpiderTanks].

Posted: 15 Oct 2007, 09:20
by smoth
I like it.

CastelgodsV21

Posted: 15 Oct 2007, 16:52
by cronos
new Version

Team and FFA Map Castle Gods V21 by Cronos 2007 (Gregor Koch). The 4 castles a good but the centre resources a 5 times of the ones in a castle and be aware there is also metal in the water.

-Improved version better texture and balanced metal

.unknown-files.net/3658/CastelgodsV21/

Image[/url]

Posted: 15 Oct 2007, 18:35
by smoth
I really like what you have done here!

Posted: 15 Oct 2007, 21:46
by LathanStanley
its pretty neat, made a good spin off of the origional....

I have to point again, no features though.. maybe it was intentional, meh...

but I'm not too big on the metal patch texture, it seems too round to me..

it works though...

all in all: (I'm gonna start ranking lol)
Graphics : 9-10 (the green kinda seems outta place to me, and the metal, but the terrain completeness is nice)
Completeness : 7-10 (needs sky, needs features, maybe trees?)
Gameplay : 7-10 (I like the varation, and push away from boring of the origional, but, it just.. mirrored, eh.. I like natural terrain fights mostly..)

all in all, 7.7 / 10

not too shabby :-)

Posted: 15 Oct 2007, 22:58
by Erom
LathanStanley wrote:it just.. mirrored
I feel compelled to note that it isn't _completely_ mirrored, even though I'm sure you noticed that already.

Sources files for map Map Castle Gods V21

Posted: 15 Oct 2007, 23:46
by cronos
Sources files for map Map Castle Gods V21 by Cronos

Height, metal, future and jpg version of texture map

If someone would like to edit the map I can send him the bmp version of the texture map as well as the sources files for DAZ Carrara 6 Pro

http://www.unknown-files.net/3663/Sourc ... by_Cronos/

Posted: 18 Oct 2007, 14:16
by Saktoth
The entranceways to the castles are too narrow. Not only for reasons of making the game really porcy, buy for pathfinding. If you tell a unit to go through one of the exits it will sometimes go out the other one and go all the way around.

Pain in the butt.

Open them up a little, i say.

Gorgeous map though.

Edit:

Okay had a full playthrough on this map.

THERE IS WAY TOO MUCH METAL. It was a 3-way fight for the mid, and i managed to secure it after a short skirmish, and from then on my econ went BATSHIT INSANE. It is so easy to secure the mid and then murder everyone using your massive economy.

Now, this might be mitigated (slightly) by the fact you need for energy to spend all that metal. Nope, not with 60e from tidals, 3x the regular rate. You probably just took the tidal rate from Castles- but tidals can only be made in the middle on Castles, on this map every player has their own little tidal ditch outside their base. Even then, tidals are OP on castles.

So, tone down the metal in the mid, and put the tidal rate at 20 or so. Id also suggest reducing the wind to 1-20.

Posted: 18 Oct 2007, 15:01
by Otherside
yeh as sak said a bit of pathfinding error also tidals produce 60 energy in the water nerf that xD

or as common here make the map dry (yes those little pools)

FOR MOA GATOR/FLASH SPAEM

Posted: 18 Oct 2007, 15:50
by Mr.Frumious
Haven't tried it yet (I'm looking forward to it - I'm a big Castles whore) - but I have to agree with other posters. 5X metal in the middle is way, way too much. I know Castles had a "claim the middle" aspect you want to preserve, but you can easily overdo that.

And I'd think that pegging the tidal at only slightly high would get a nice effect of "must claim those resources outside my base, even though it requires special units and is harder to defend than the stuff inside the walls. Probably 25 would be good-ish.

Posted: 19 Oct 2007, 19:49
by Saktoth
25 tidal with the current wind rate doesnt really make it that much more attractive.

The thing about Castles is that the middle metal is all in the water. If you want it you have to make a whole new fac and expose yourself a lot. Yet i -still- make a point of rushing the mid on castles and pwning everyone with core seaplane gunships.

On this map its all land and the middle is actually quite easy to defend.

Its really enough to just distribute the metal evenly across the map. The metal gained from owning the majority of an evenly distributed metal field is usually enough to tip the game in your favour.

Posted: 19 Oct 2007, 21:02
by Mr.Frumious
Saktoth wrote:25 tidal with the current wind rate doesnt really make it that much more attractive.

The thing about Castles is that the middle metal is all in the water. If you want it you have to make a whole new fac and expose yourself a lot. Yet i -still- make a point of rushing the mid on castles and pwning everyone with core seaplane gunships.

On this map its all land and the middle is actually quite easy to defend.

Its really enough to just distribute the metal evenly across the map. The metal gained from owning the majority of an evenly distributed metal field is usually enough to tip the game in your favour.
I think the walled-middle is a bad idea. Imho, lower the heights of the walled-middle barrier and smooth it out so that it's just a little kbot-only slope.

Posted: 19 Oct 2007, 21:26
by TradeMark
There is typo in the map name: castel :lol:

map looks great... but that dark side of the walls are too black