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AfterShockV3.1 --UPDATED--

Posted: 08 Mar 2008, 17:35
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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Re: AfterShockV3

Posted: 08 Mar 2008, 17:42
by BaNa
O_O O_O O_O O_O O_O

Re: AfterShockV3

Posted: 08 Mar 2008, 17:58
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...

Re: AfterShockV3

Posted: 08 Mar 2008, 18:06
by LordMatt
Did you make all those features?

Re: AfterShockV3

Posted: 08 Mar 2008, 18:18
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

Re: AfterShockV3

Posted: 08 Mar 2008, 18:37
by ralphie
It certainly looks nice, but the 110,000 metal worth of features kind of leaves me wondering "wtf"

Re: AfterShockV3

Posted: 08 Mar 2008, 20:04
by SpikedHelmet
Hey aGorm uhh, would you be willing to make an S44 version..? ;)

Re: AfterShockV3

Posted: 09 Mar 2008, 00:54
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

Re: AfterShockV3

Posted: 09 Mar 2008, 08:55
by BaNa
I got stalag to download it... (the autohost)

Re: AfterShockV3

Posted: 09 Mar 2008, 12:42
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.

Re: AfterShockV3

Posted: 09 Mar 2008, 17:12
by NOiZE
nice map, but indeed i think aswell that 1000 M rocks are a bit too much =)

Re: AfterShockV3

Posted: 10 Mar 2008, 00:23
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.

Re: AfterShockV3

Posted: 10 Mar 2008, 00:55
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

Re: AfterShockV3

Posted: 10 Mar 2008, 06:55
by hunterw
a map entirely for screenshots 8)

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

Re: AfterShockV3

Posted: 10 Mar 2008, 07:20
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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Re: AfterShockV3

Posted: 10 Mar 2008, 08:29
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.

Re: AfterShockV3

Posted: 10 Mar 2008, 10:02
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

Re: AfterShockV3

Posted: 10 Mar 2008, 17:45
by NOiZE
Doesn't mass=; work for features?

Re: AfterShockV3

Posted: 10 Mar 2008, 18:49
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 :)

Re: AfterShockV3

Posted: 10 Mar 2008, 22:40
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.