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Map: Paradise Lost
Posted: 14 Dec 2008, 14:20
by ralphie
20x10, 5v5 water map. Because water maps are so well loved
I've made it so the middle is accessible to the smaller ships only (BA) to give hovers a role, which in turn encourages more diversity than sub spamming (theoretically). In CA I could only get the scout and corvette in, 1 more depth let everything past. Nothing a quick trench wont sort out though.
I've relied on the pretty water shaders and features to camoflague my 5 minute texture
Features are by Agorm, smd stolen from hunterw.
http://spring.jobjol.nl/show_file.php?id=1631

Re: Map: Paradise Lost
Posted: 14 Dec 2008, 14:31
by SirArtturi
Could be pretty good sea team-game map, Gotta try it out !
Re: Map: Paradise Lost
Posted: 14 Dec 2008, 14:32
by Hoi
Want
Re: Map: Paradise Lost
Posted: 14 Dec 2008, 15:22
by FLOZi
Looks like a good map for testing S44 navy stuff.

Re: Map: Paradise Lost
Posted: 15 Dec 2008, 08:14
by Gota
SirArtturi wrote:Could be pretty good sea team-game map, Gota try it out !
I will.
Re: Map: Paradise Lost
Posted: 15 Dec 2008, 13:20
by Warlord Zsinj
Could be very interesting with a lot more shallows, sort of like that one supcom map that I forget the name of, so that all/most of the islands are accessible by land units as well as sea
Re: Map: Paradise Lost
Posted: 16 Dec 2008, 00:51
by FLOZi
I get a strange graphics bug with this map I've not seen on any other. Alt-tabbing cures it.

Re: Map: Paradise Lost
Posted: 16 Dec 2008, 02:08
by chillaaa
Luser error Floz.
Re: Map: Paradise Lost
Posted: 16 Dec 2008, 02:18
by Warlord Zsinj
I've seen something similar occurring on titanduel actually.
Re: Map: Paradise Lost
Posted: 16 Dec 2008, 03:08
by FLOZi
Turns out it's something to do with trees, it happened again and the tree textures were clearly discernable.
Re: Map: Paradise Lost
Posted: 16 Dec 2008, 03:45
by Warlord Zsinj
There are no trees on titanduel >_>
Re: Map: Paradise Lost
Posted: 16 Dec 2008, 05:38
by FLOZi
Default tree textures i mean, the generated ones. I imagine they are generated even on maps without any default trees.

Re: Map: Paradise Lost
Posted: 16 Dec 2008, 09:40
by Peet
That is the bumpmapped water render bug is it not?
Re: Map: Paradise Lost
Posted: 16 Dec 2008, 10:03
by hunterw
FLOZi wrote:Turns out it's something to do with trees, it happened again and the tree textures were clearly discernable.
yeah this
map looks good btw, i like the texture,
Re: Map: Paradise Lost
Posted: 22 Jan 2009, 22:04
by KaiserJ
played a BA 6v6 of this the other night, was great fun.
i like how the central reef (atoll? archipelago?) created a nice chokepoint at the centre... it was easy enough to push past the choke into open waters, but once there, it becomes very tough to defend a position, so the general flow of gameplay is to butt heads in the middle until one team gains a considerable advantage (IMO, the mark of a very well designed map)
also, the mix of islands and shallows gives a chance for players to actually use some of the factories (other than sea, amphib and seaplanes) on a sea map, as long as transports are employed... comhopping with a trans and trying to claim the islands early in the game was a ton of fun.
nothing wrong with your texture, it looks good and very believable for the setting.
if i do have one gripe about this map, it's that there arent many "ideal" harbours... i'd like to see something like some man-made docks designed in a C-shape, so you can make a sea factory in the middle of the C and line the dock with nanos... many of the areas to build sea labs are just too far from land to take advantage of nano power.
anyways... its lovely! the climate is excellent, especially for this time of year... the snow outside doesnt seem quite as chilly when i'm splashing around in a tropical paradise.
9/10 from me, excellent work.