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New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 01:15
by Beherith
New map:
16*16, for 4v4, kbots recommended.
Heightmap made purely with world machine 2. Textured with WICed.
Screenies:

Maplink:
http://spring.jobjol.nl/show_file.php?id=1840
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 01:17
by Gota
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 01:25
by MidKnight
Awesome! the lakes look bit regular, but who am I to complain?
EDIT: are those perfect map edges I see?
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 06:13
by Sheekel
some trees/features maybe? maps should be more than a texture and a heightmap
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 06:39
by hunterw
tundra for kbots!

i cant wait to host it, looks great
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 07:20
by 1v0ry_k1ng
imma downloadin, shit looks cash
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 09:09
by Beherith
Sheekel wrote:some trees/features maybe? maps should be more than a texture and a heightmap
Im really not a fan of trees; if they are custom trees they slow the game down , if they are default trees theyre ugly. And both randomly block projectiles, lasers, etc.
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 09:15
by Beherith
Yeah, tundra was an inspiriation for this one :)
If anyone is interested, here is the world machine 2 file for this map.
Its only world machine basic, so anyone can open it with the free trial version (trial version has an export limitation of 513*513 max). After all, 513*513 isnt really all that bad if WICed takes exacly that...
Also, the channeling erosion didnt look good in spring if the channels were as small as on the 513 image, much better when scaled up.
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 14:37
by SirArtturi
Looks really good! I like the heightmap, concept and the texture. It looks really realistic and tasty! Good job, I hope u'll win the contest :> !
Still, I'm not convinced of this as a method to make "non-hard-edged" maps... Imo it makes it look like silly as a box in the sea and for first-timers it can be hard to know how much sea there is in "use"?
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 14:56
by Pxtl
I think a handful of scattered clutches of Spring trees wouldn't hurt. You don't have to make it like the messes in Small Supreme.
And let's be honest, 90% of the games will be played using models that are much ulgier than Spring trees.
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 16:13
by smoth
Pxtl wrote:And let's be honest, 90% of the games will be played using models that are much ulgier than Spring trees.
HA HA HA HA yeah.
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 16:49
by Gota
Hmm after playing this I think the heightmap is too simple and unoriginal.
No memorable features or structure to it.
It's important for amap to have a certain structure the eyes can catch and remember.This heightmap lacks this.
The textures is great.Map looks pretty.
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 17:38
by Jazcash
1v0ry_k1ng wrote:shit looks cash
Seconded.
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 20:54
by 1v0ry_k1ng
I agree you couldve gone for a much mor exciting height map but the texture almost makes up for it :p
Re: New map - Conquest of Paradise v1
Posted: 24 Mar 2009, 21:47
by Jazcash
The raised hills look to flat and set to one height level. Make some of them a bit larger and more bumpy for kbots only and for a more realistic effect.
Re: New map - Conquest of Paradise v1
Posted: 25 Mar 2009, 10:25
by hunterw
i really like the way it plays! the gameplay is very similar to tundra's - <20 minute games, completely t1 focused, but kbots instead of veh. excellent...
i thought the slightly bumpy land would cause visible denting by buildings. the light settings are such that you can't see the denting, so no problem.
definitely not a noob friendly map so it won't gain mass popularity, but its perfect for my niche. i'll host it for a long time.
ps it looks like it is possible to use vehicles on this map, but it will be a real pain to navigate without being in f4 view all of the time. most slopes are on the threshold of kbot walkability, and there's no texture cue, so its either rote memorization or staying in f4. its still probably not worth it.
Re: New map - Conquest of Paradise v1
Posted: 25 Mar 2009, 10:34
by Beherith
Vecs are an option on this map, just hard to use well. I was thinking of adding a 0.9 typemap on the sand for vecs tho.
The texture is much more dented than the actual heightmap, just a visual effect without too much gameplay compromises.
Altogether the map is completely open for kbots, so yes, it wont be noob freindly, since newbies like tightly defined chokes and plains.
I must add, that tundra was an inspiration for this map :)
Re: New map - Conquest of Paradise v1
Posted: 25 Mar 2009, 10:36
by Wisse
Nice Beh, I love your map making with your "no-features-spam" policy.
The only thing I noticed from those screens are hard edges (bottom right on 1st screenshot). They don't look natural. Everything in nature gets rounded (unless it's naked rock which can break n shit).
Re: New map - Conquest of Paradise v1
Posted: 25 Mar 2009, 12:03
by 1v0ry_k1ng
SirArtturi wrote:
Still, I'm not convinced of this as a method to make "non-hard-edged" maps... Imo it makes it look like silly as a box in the sea and for first-timers it can be hard to know how much sea there is in "use"?
it beats the hell out of the mysterious space pancake
Re: New map - Conquest of Paradise v1
Posted: 25 Mar 2009, 12:10
by 1v0ry_k1ng
Beherith wrote:Vecs are an option on this map, just hard to use well. I was thinking of adding a 0.9 typemap on the sand for vecs tho.
The texture is much more dented than the actual heightmap, just a visual effect without too much gameplay compromises.
speed modification is a bad plan imo, it tends to imbalance mods
Altogether the map is completely open for kbots, so yes, it wont be noob freindly, since newbies like tightly defined chokes and plains.
I think a few impassable areas do really add to a map though; things to manuver around and build bases against etc; i think the key is have either large chokepoints that are hard to close, or large numbers of them and with plenty of sneaky back routes and dead ends inviting airdrops
otherside: you should make the map fade out from shallows to deep at the edges (and make the top and bottom landmasses islands) to jump on the fade to sea bandwagon
I must add, that tundra was an inspiration for this map :)
I'm all for islands in the sea over flat planes in space
