New Map - LLTAComplexV2

New Map - LLTAComplexV2

All map release threads should be posted here

Moderator: Moderators

Post Reply
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

New Map - LLTAComplexV2

Post by SirArtturi »

Hello,

Here is my new map LLTAComplexV1 !
Please take a look to it and give your opininon for further development.

Map is made for mod called LLTA from LordLemmi's request to make a map for his mod. However and unfortunately his mod is not ready yet and i wanted move on so I relesed the map.

Map holds players up to 16.
Trees by SpikedHelmet Rocks by NOiZE
Made using GIMP, BRYCE, L3DT, mother's map compiler

Download it from here:
http://spring.jobjol.nl/show_file.php?id=1023
*Update version 2*

Minimap

Image

More screens later...

Image

Image

Image

Image
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: New Map - LLTAComplexV2

Post by Warlord Zsinj »

Interesting map. Castle-type maps seem to be incredibly popular. I quite like the concept of this map, and it has been executed quite well.

I won't comment on balance, only visuals:

- lighting is interesting
- I don't think the trees suit the ground texture. This could stem partially from the fact that you have shadows off.
- Maybe try using the rocks from desert triad?
- too symmetrical! symmetrical maps are a cop-out, especially ones that are almost a pure mirror like this one! Keep the bunkers symmetrical, sure, but you can play with the hills a lot more
- I think the castle area could use more interesting texture approach; it seems a little flat. The warning stripes don't really sit well as something you would typically be putting around the border of a fortress...
- it seems like the resolution of the map bitmap needs to be increased; possibly doubled. Does this make the filesize unmanageable? [edit: sorry, I was in s3o mode for a second. Obviously this isn't possible]
Last edited by Warlord Zsinj on 16 May 2008, 01:04, edited 1 time in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: New Map - LLTAComplexV2

Post by smoth »

I love yo... erm nice map, I like it a lot!
User avatar
LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: New Map - LLTAComplexV2

Post by LordLemmi »

Yeah it´s a great map i love it too :) we will fight my mod later on that xD hehe
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Map - LLTAComplexV2

Post by Argh »

Looks pretty sexy. I'll take a look and see how it plays with P.U.R.E. tonight...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: New Map - LLTAComplexV2

Post by Peet »

Looks nice'n'porcy :)
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - LLTAComplexV2

Post by SirArtturi »

Warlord Zsinj wrote: I won't comment on balance, only visuals:
- too symmetrical! symmetrical maps are a cop-out, especially ones that are almost a pure mirror like this one! Keep the bunkers symmetrical, sure, but you can play with the hills a lot more
- I think the castle area could use more interesting texture approach; it seems a little flat. The warning stripes don't really sit well as something you would typically be putting around the border of a fortress...
- it seems like the resolution of the map bitmap needs to be increased; possibly doubled. Does this make the filesize unmanageable? [edit: sorry, I was in s3o mode for a second. Obviously this isn't possible]
I think these are issues that im not going to modify anymore. Making new heights would mean making new textures. As also, adding more textures would mean more work by hand.

Id like to concentrate on gameplay now since textures and heights are already made.

resolution of the bitmap in some areas are poor but that will stay also.
These points however have been noted for future map designs.

Whats interesting in lightning ?

The key issue for the next version is the problem with tree features. Tech1 units are not able to pass over them and they have to evade the features, unlike in regular trees units can just go over.
How they could be passed over ?
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: New Map - LLTAComplexV2

Post by lurker »

I think crushstrength is based on mass based on metal? If the trees already have 0 metal, then get LordLemmi to bump the crushstrength of the units a bit.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: New Map - LLTAComplexV2

Post by 1v0ry_k1ng »

Peet wrote:Looks nice'n'porcy
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: New Map - LLTAComplexV2

Post by Gnomre »

lurker wrote:I think crushstrength is based on mass based on metal? If the trees already have 0 metal, then get LordLemmi to bump the crushstrength of the units a bit.
viewtopic.php?f=21&t=14260

Seriously why does no one know this tag already exists
User avatar
Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: New Map - LLTAComplexV2

Post by Tribulexrenamed »

Bryce + L3DT? This man has the tools!
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: New Map - LLTAComplexV2

Post by aGorm »

Seriously why does no one know this tag already exists
Because it was never in any of the change logs... :roll: or not that I saw anyway.

aGorm
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: New Map - LLTAComplexV2

Post by Peet »

aGorm wrote:
Seriously why does no one know this tag already exists
Because it was never in any of the change logs... :roll: or not that I saw anyway.

aGorm
It hasn't been in the changelog because it's been there for all eternity :P
User avatar
Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: New Map - LLTAComplexV2

Post by Tribulexrenamed »

Therefore it is not a change.

God said "Let there be Spring," and then there was Spring. I bet you didnt know that, because that was not in the change log either.

This map has good geo placement for core geo cannons.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: New Map - LLTAComplexV2

Post by MR.D »

I have a strong dislike of maps that don't allow for, or really require expansion..

All you gotta do to keep the other guy from getting metal is put a guardian up on one of those tall sections, and nobody can even attack eachother..
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New Map - LLTAComplexV2

Post by Argh »

Played it with P.U.R.E. and 3 AIs... it's sweet, and actually isn't too bad as a porc-fest, there are always multiple flanks to cover, and the starting resources make it go really fast. Nice map.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: New Map - LLTAComplexV2

Post by SirArtturi »

Yes It's a porcy but that is intentional. Some people like, some not.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: New Map - LLTAComplexV2

Post by Peet »

SirArtturi wrote:Yes It's a porcy but that is intentional. Some people like, some not.
Yep :-)
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: New Map - LLTAComplexV2

Post by Neddie »

Peet wrote:
SirArtturi wrote:Yes It's a porcy but that is intentional. Some people like, some not.
Yep :-)
Simbaes?
Post Reply

Return to “Map Releases”