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Barracuda Bay Version 2
Posted: 12 Aug 2008, 23:27
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:
Download link:
http://spring.jobjol.nl/show_file.php?id=1387
Re: New Map - Barracuda Bay
Posted: 13 Aug 2008, 13:55
by AF
This looks good, +1
Re: New Map - Barracuda Bay
Posted: 13 Aug 2008, 16:09
by Gota
Indeed.
SA 1v1 go.
Re: New Map - Barracuda Bay
Posted: 13 Aug 2008, 20:59
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.
Re: New Map - Barracuda Bay
Posted: 13 Aug 2008, 22:37
by NOiZE
Looks okayish, it just misses some trees and some rocks imo.
Re: New Map - Barracuda Bay
Posted: 13 Aug 2008, 23:47
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.
Re: New Map - Barracuda Bay
Posted: 14 Aug 2008, 10:13
by chillaaa
Looks pretty good... And in regards to your avatar fc - My anus is bleeding!!
Re: New Map - Barracuda Bay
Posted: 14 Aug 2008, 10:27
by hunterw
clusters of trees are very irritating imo
Re: New Map - Barracuda Bay
Posted: 15 Aug 2008, 07:50
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.
Re: New Map - Barracuda Bay
Posted: 15 Aug 2008, 08:22
by SirArtturi
wtf... There aint any trees in this map ?
Re: New Map - Barracuda Bay
Posted: 16 Aug 2008, 02:59
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.