New Map - FolsomDam_V2

New Map - FolsomDam_V2

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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

New Map - FolsomDam_V2

Post by SirArtturi »

Hello map makers

This is my new map called FolsomDam_V2. Try it out !
And tell my what's good and whats bad...

http://spring.jobjol.nl//show_file.php?id=870

Map is made using GIMP and L3DT.
Size 16 x 12. Mexes on the dam produces more metal than regular ones. Industrial features made by Smoth.

Image
Image
Image
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: New Map - FolsomDam_V2

Post by TheFatController »

Looks nice :)

Here's a mirror if needed http://pw3n.net/springmaps/FolsomDam_V2.sd7
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RogerN
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Joined: 24 Jul 2006, 23:29

Re: New Map - FolsomDam_V2

Post by RogerN »

Very interesting! Judging from the screenshots, you've done an excellent job blending the dam with the natural terrain.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New Map - FolsomDam_V2

Post by SirArtturi »

RogerN wrote:Very interesting! Judging from the screenshots, you've done an excellent job blending the dam with the natural terrain.
Yeah! well spent almost two days making the texture... :>
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Re: New Map - FolsomDam_V2

Post by Fanger »

I seriously advise against using type maps on your maps at all. In fact I hope you would release a version of this without the type map. The reason is that type maps cause weird pathing, and generally lead to causing issues with balance in a mod. If you use a type map that only alters one unit types speed this could have serious issues with balance in a mod. Some good maps have been hampered by having wierd type maps that slowed down stuff or sped it up. Also the key thing to remember is that the typemap is a multiplier not a straight value, so a unit that is fast will be much faster.

In other words while it sounds neat to have a speed boost for tanks crossing the damn on paper, in reality it plays havoc with balance and pathfinding. Its very advisable to not use type maps that alter speeds..
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smoth
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Re: New Map - FolsomDam_V2

Post by smoth »

typemap speedboost=baad.

I loved the map though. gundam doesn't have a lot of tanks so I wasn't effected by it too much :).

Pics here:
http://cs.selu.edu/~ssmith/FORUM/viewto ... f=2&t=1941

fun map, I liked it a lot.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: New Map - FolsomDam_V2

Post by Forboding Angel »

neat map. Ditch the typemap.

The numbers represented by typemap usage in the smd are Multipliers, not exact speed values.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map - FolsomDam_V2

Post by BaNa »

Beautiful and fun map. we had an epic game on it.
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SirArtturi
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Re: New Map - FolsomDam_V2

Post by SirArtturi »

The Typemap works actually quite well in ba and not bad in ca. But I'll reduce the value to 1.10. Not going to remove it completely since i made it :P and dam is too easy to porc...
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Forboding Angel
Evolution RTS Developer
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Re: New Map - FolsomDam_V2

Post by Forboding Angel »

10%...
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smoth
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Re: New Map - FolsomDam_V2

Post by smoth »

thing is that it isn't that porcy, when I played gundam I rolled right over the damn with no issues. Mechs don't get the speedboost :P.

The lack of cover on the starting positions make this a very fair map. To me, it was less porcy and more about allowing different avenues of attack. I mainly attacked using the south and north with only diversionary forces on the dam.

however, for EE this will completely be unplayable because it will give 1 faction 110% speed and the rest will have no bonus.

would you consider making 2 releases? one with boost and one without?
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SirArtturi
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Re: New Map - FolsomDam_V2

Post by SirArtturi »

smoth wrote:
however, for EE this will completely be unplayable because it will give 1 faction 110% speed and the rest will have no bonus.

would you consider making 2 releases? one with boost and one without?
It could be done easily, but thing is it would become too complicated. Too many version too many releases. (EE) Its not the map then, its the mod... You know for instance. So popular map called dsd has typemap where tank movement is boosted 10% and kbot movement 10% in hills...

I really like the tactical advantages of certain type of unit type in certain type of terrain... So not going to remove it completely but reducing the speedboost...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: New Map - FolsomDam_V2

Post by Forboding Angel »

Just prefix it with the mod it was designed for like:

TA-FolsomDam_V2

and

EE-FolsomDam_V2
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SirArtturi
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Re: New Map - FolsomDam_V2

Post by SirArtturi »

Hey by the way. Anyone know why spring crashes when im trying to "restore" the land in (BA) around factories ?
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smoth
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Re: New Map - FolsomDam_V2

Post by smoth »

Hell, it doesn't even need the TA tag. The origonal plays fine in gundam.


on ground deform crash:
no idea man, I had no issues with that in gundam when I tried your map.
(EE) Its not the map then, its the mod...
Mods cannot remove the effects of typemaps and spring AUTO categorizes your units in a mod. Nothing we can do to control it. so while EE players(the few that exist) may want to try the map, they cannot as it will make 1 side more powerful then the others.
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REVENGE
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Re: New Map - FolsomDam_V2

Post by REVENGE »

Nice work, really fun!
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: New Map - FolsomDam_V2

Post by kiki »

This map is alot of fun. It is won in the first 10 seconds. Whoever gets in the middle first wins. However, if either side is overrun, then you lose pretty fast. So its balanced more or less. Air transports are win on this map.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: New Map - FolsomDam_V2

Post by BaNa »

I would ask for a v3 if possible with the middle features worth max. 400 m altogether, and only 1 geo spot on the dam, in the very middle. This would make the game less a sprint for center, or even if center is taken, it doesn't give a game-winning bonus for the team that took it.

Cause right now, if a team has taken and secured center, and maybe even made behemoths on the geo spots, they have basicly won.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: New Map - FolsomDam_V2

Post by Gota »

BS.
Leave it as it is tbh.Making a geo vent in the middle of the brindge will make a behamoth less effective on it and the features are fine as well
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - FolsomDam_V2

Post by SirArtturi »

The Final version of the map can be downloaded from here :

http://spring.jobjol.nl/show_file.php?id=876

The changes i made is compromise solution for all the requests made and I hope it will satisfy all players.

Overall: Its now more suitable for all mods. Its more balanced and playable.
BaNa wrote:I would ask for a v3 if possible with the middle features worth max. 400 m altogether, and only 1 geo spot on the dam, in the very middle. This would make the game less a sprint forcenter, or even if center is taken, it doesn't give a game-winning bonus for the team that took it.
The map should no be less rush in the middle due the changes i made.
Didn't took the geos away because they are really cool and tactical up there.

*Changelog:

- Reduced tank
movement boost in typemap to 10% (Now it should be more suitable for
variety of mods)

- Fixed heightmap. Lowered start position terrain.
(No more Factory stuck up unit bugs)

- Couple more metal patches to
make it more balanced. (Not so decisive to conquer the dam)

-Reduced metal value of features to 150 (Not so decisive to conquer the dam)

- And couple more adjustments to make it more balanced and
playable...
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