AfterShockV3.1 --UPDATED--

AfterShockV3.1 --UPDATED--

All map release threads should be posted here

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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

AfterShockV3.1 --UPDATED--

Post by aGorm »

http://www.spring-portal.com/index.php/ ... rshock-v31

Well, I finally got a working version of Mapcov, so here is the map.

Let me know what you think.

Props to Smoth who made the skybox... I was to lazy. You rule man.

aGorm

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Last edited by aGorm on 22 Mar 2008, 13:54, edited 2 times in total.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: AfterShockV3

Post by BaNa »

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

Re: AfterShockV3

Post by SirArtturi »

The Map is beautiful indeed. Worth of screenshots (with full graphic settings)

The big question is, it is playable ?
Looks more like map for screenshots... Don't know the real intention however...
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: AfterShockV3

Post by LordMatt »

Did you make all those features?
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: AfterShockV3

Post by aGorm »

Yes... all me in Wings and Photoshop.

And it plays pretty cool, kbots can get everywhere, tanks can go most places, and you need water and air.

Just some stats... 5000+ features, of which there are 36 different models.

aGorm
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ralphie
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Joined: 08 Jan 2007, 08:39

Re: AfterShockV3

Post by ralphie »

It certainly looks nice, but the 110,000 metal worth of features kind of leaves me wondering "wtf"
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: AfterShockV3

Post by SpikedHelmet »

Hey aGorm uhh, would you be willing to make an S44 version..? ;)
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aGorm
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Re: AfterShockV3

Post by aGorm »

ralphie wrote:It certainly looks nice, but the 110,000 metal worth of features kind of leaves me wondering "wtf"
Why? It would take ages to suck up all those resources and there evenly spread over the map, meaning everyone has equal opportunities on them... I can't see how that would be a problem. To effectively get an advantage from them you would have to put so many resources into harvesting the things that you would have less military and only a temporary boost in economy.

(Maybe I'm wrong, if people can point out a better way, please let me know and I'll bare it in mind and consider a V4)

aGorm
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: AfterShockV3

Post by BaNa »

I got stalag to download it... (the autohost)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: AfterShockV3

Post by PicassoCT »

Impressiv - now the only Thing missing is customized Geosmoke & Lualava from the Top of the Vulcano :)

Aftershock is on the way of getting a kind of benchmarkMap for Spring and its mods.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: AfterShockV3

Post by NOiZE »

nice map, but indeed i think aswell that 1000 M rocks are a bit too much =)
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: AfterShockV3

Post by Saktoth »

aGorm wrote:Why? It would take ages to suck up all those resources and there evenly spread over the map, meaning everyone has equal opportunities on them...
Its important to consider the economic flow of the map. It is actually many times more efficient to reclaim rocks or wrecks than it is to make metal extractors- on Cooper Hill, many players neglect mex expansion entirely until they run out of rocks (and by then the game is often over).

It also weighs the game heavily towards the start, you get a lot of metal income, a lot of units, and then you have to reign in your economy on the seemingly piddling, in comparison, extractor output.
I can't see how that would be a problem. To effectively get an advantage from them you would have to put so many resources into harvesting the things that you would have less military and only a temporary boost in economy.
Oh the same thing can be said of making mexes. But reclaiming metal is more effecient by far.
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aGorm
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Re: AfterShockV3

Post by aGorm »

Huummm, Ok does anyone know a way to make features not just fall over when a peewee walks into it, but still falls down for commanders etc... without giving everything a metal value. I'll turn down the metal if someone can suggest better values to use.

Also how much M should a rock be?

aGorm
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hunterw
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Re: AfterShockV3

Post by hunterw »

a map entirely for screenshots 8)

bet we'll see every new mod using it for advertising
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: AfterShockV3

Post by smoth »

hunterw wrote:a map entirely for screenshots 8)

bet we'll see every new mod using it for advertising
ALL LIES!

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ralphie
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Re: AfterShockV3

Post by ralphie »

I wouldn't put more than 5000 metal on a map. That way it's a nice incentive, but it's not a mad scramble to get the rocks. Tangerine is a fairly prime example of said scramble, with only 10 000. Now times that by 11...

Assuming a 2v2, and all things being equal, each player gets ~27500 metal. That's the equivilant to all 4 players having +30 metal for 30 minutes.... without even building a mex. That is bad :P

I would put the rocks at ~50-75, with ~150 energy (it makes it take alot longer to reclaim, effectively slowing down how much you can steal from the other guy in the first few minutes). This would still make it too metal heavy factoring in the "freebies" in the trees, but it's a start :P

This is my opinion of course, others may vary.
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aGorm
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Joined: 12 Jan 2005, 10:25

Re: AfterShockV3

Post by aGorm »

To be fair, I didn;t want to give the trees any metal at all :-) But for some stupid reson the metal value is tied to teh crushability of features. If someone knows a way around that then I can fix it.

aGorm
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: AfterShockV3

Post by NOiZE »

Doesn't mass=; work for features?
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: AfterShockV3

Post by Warlord Zsinj »

Does this mean you've got time to do some SWS units then?

I'm battling trying to replicate your rebel unit style on this repulsorlift factory...

Nice map, btw :)
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: AfterShockV3

Post by tombom »

The reclaimTime tag works for features (or should do anyway) to slow down how long they take to suck up; default is energy+metal for an idea of speed.
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