Barracuda Bay Version 2

Barracuda Bay Version 2

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fc14159
Posts: 153
Joined: 06 Jul 2007, 17:27

Barracuda Bay Version 2

Post by fc14159 »

A 12x12 map for 1v1 or 2v2. The islands are connected by narrow strips of shallow water, passable by many land units. Forests added and metal decreased in version 2.

Image:

Image

Download link: http://spring.jobjol.nl/show_file.php?id=1387
Last edited by fc14159 on 17 Aug 2008, 18:35, edited 1 time in total.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: New Map - Barracuda Bay

Post by AF »

This looks good, +1
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Gota
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Joined: 11 Jan 2008, 16:55

Re: New Map - Barracuda Bay

Post by Gota »

Indeed.
SA 1v1 go.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New Map - Barracuda Bay

Post by Forboding Angel »

Nice looking, but the bumpmap was rendered at 1:8 or 1:2 (<==> 4:8) so that makes it look very unnatural. Looks to be a neat little map tho.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: New Map - Barracuda Bay

Post by NOiZE »

Looks okayish, it just misses some trees and some rocks imo.
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fc14159
Posts: 153
Joined: 06 Jul 2007, 17:27

Re: New Map - Barracuda Bay

Post by fc14159 »

As i personally dislike trees, I didn't think of putting them in. But if everyone thinks trees are a good idea, i will put them in for version 2.
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chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Re: New Map - Barracuda Bay

Post by chillaaa »

Looks pretty good... And in regards to your avatar fc - My anus is bleeding!!
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hunterw
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Joined: 14 May 2006, 12:22

Re: New Map - Barracuda Bay

Post by hunterw »

clusters of trees are very irritating imo
Saktoth
Zero-K Developer
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Re: New Map - Barracuda Bay

Post by Saktoth »

I hate trees. I avoid maps like Cooper and Small Divide due to their trees (and in the second case, rocks).

I think they could probably be done well if put in strategically placed 'thickets', so you can hide behind them, factor them into your turret placement, etc (as you might a building).

But randomly scattering them as a smattering over the map is just ANNOYING in the supreme.

Failing either of those, placing them out of the way just for pretties/reclaim is fine too.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: New Map - Barracuda Bay

Post by SirArtturi »

wtf... There aint any trees in this map ?
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: New Map - Barracuda Bay

Post by Neddie »

Saktoth wrote:I hate trees. I avoid maps like Cooper and Small Divide due to their trees (and in the second case, rocks).

I think they could probably be done well if put in strategically placed 'thickets', so you can hide behind them, factor them into your turret placement, etc (as you might a building).

But randomly scattering them as a smattering over the map is just ANNOYING in the supreme.

Failing either of those, placing them out of the way just for pretties/reclaim is fine too.
First case. Cooper has rocks, not Small Divide. The issues with trees are simple - people place them randomly or they place them poorly. Same as any other feature.
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