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Map: Vein

Posted: 20 Apr 2009, 10:51
by ralphie
Here's my attempt at a bot/veh hybrid map, trying for something a bit more interesting than just randomly throwing in hills :P 5v5, 16x16.

http://spring.jobjol.nl/show_file.php?id=1989

Image
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Image
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^ veh f2
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^ bot f2

Re: Map: Vein

Posted: 20 Apr 2009, 13:17
by Beherith
Lookin' great, cant wait to try it.

Re: Map: Vein

Posted: 20 Apr 2009, 19:38
by hunterw
at first glance it looks much more biased towards bots than vechs, as opposed to a hybrid, but i'll reserve gameplay judgement until playing.

i'd suggest a texture cue for where kbots stop being able to climb, because it's not very apparent in a lot of places, as lots of slopes are right on the threshold.

i like the concept. not as much as charlie though!

Re: Map: Vein

Posted: 21 Apr 2009, 05:21
by kburts
cool'sh, i'm still trying to make a 1v1 kbot map, but none really work :(

Re: Map: Vein

Posted: 03 May 2009, 04:18
by Saktoth
You absolutely need to define by texture difference which slopes are bot passable and which are not, as hunter said. Thats is very very important.

It also looks as if there are small 'breaks', about 1 unit wide, in the bot-impassable areas that allow units to get through. Not only can this be kind of annoying and hard to spot these little passageways, but they are inconsistent in the mirroring- some cliffs are easily passable by bots at several points while their mirrored counterparts are not. The tall, impasable plateus near the corners, for example, seem to have a large open ramp facing backwards on the upper one, and a tiny 1-unit wide slit facing upwards on the lower one.

Re: Map: Vein

Posted: 06 May 2009, 11:20
by hunterw
Saktoth wrote:The tall, impasable plateus near the corners, for example, seem to have a large open ramp facing backwards on the upper one, and a tiny 1-unit wide slit facing upwards on the lower one.
:shhh: tundra has one of these

it never effected gameplay

Re: Map: Vein

Posted: 06 May 2009, 17:26
by IllvilJa
Thumbs up!

I get warm and fuzzy "Levels v2" feelings over this map... with all steep slopes causing a veritable maze of terrain to deal with.

Looks promising, might be a future favorite for Spring44! (Or P.U.R.E 0.55 or Operation Polaris...)

Ninja-edit: FPS mode on this map... regardless of vehicle it will be "woooooo"!

Re: Map: Vein

Posted: 07 May 2009, 00:15
by KaiserJ
wow, looks like a lot of fun! can't wait to try it. nice work with the texture as well.

what programs did you use if you dont mind revealing your secrets?

Re: Map: Vein

Posted: 07 May 2009, 15:24
by Saktoth
hunterw wrote:
Saktoth wrote:The tall, impasable plateus near the corners, for example, seem to have a large open ramp facing backwards on the upper one, and a tiny 1-unit wide slit facing upwards on the lower one.
:shhh: tundra has one of these

it never effected gameplay
Really, really tiny 1 unit cracks are what really get on my tits, one of my least favourite things in maps.

Re: Map: Vein

Posted: 07 May 2009, 16:43
by hunterw
the main reason it didnt affect gameplay was because it was right next to 2 bigger cracks which both sides had

Re: Map: Vein

Posted: 07 May 2009, 18:49
by BaNa
oh cmon saktoth, its those small exploits that make it fun.

Re: Map: Vein

Posted: 07 May 2009, 20:00
by ralphie
Worldmachine was too aggressive in eroding down my heightmap. Originally they were going to be little plateaus only air could get too. I was going manually edit the heightmap, then got lazy and decided to do nothing with them :P

KasierJ: The "standard" combo nowadays, WICed and Worldmachine.