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Ocean of War
Posted: 22 Sep 2009, 11:55
by Saktoth
Oceans of War. A partially mirrored hopefully slightly better balanced version of Sands.
Water should be deep enough to hide underwater buildings etc. All shores except the upper left cliffs should be hover traversible, slopes should be
gentle. The little island blobs should all be above water. The height map might need some modification to ensure all that.
Red is metal, green is rocks (75m per). 2 metal per metal spot.
Re: Ocean of War
Posted: 22 Sep 2009, 16:33
by Gnomre
Needs more peanut
Re: Ocean of War
Posted: 22 Sep 2009, 20:52
by bobthedinosaur
Re: Ocean of War
Posted: 22 Sep 2009, 23:17
by Forboding Angel
Re: Ocean of War
Posted: 23 Sep 2009, 00:08
by Beherith
I find it too much of a clone to offer anything really new. Sorry man, just needs more originality.
Re: Ocean of War
Posted: 23 Sep 2009, 03:10
by Gnomre
Peanut is the peanut-shaped island in the middle left of Gods(/Sands) of War
Every map needs more peanut
Re: Ocean of War
Posted: 23 Sep 2009, 07:14
by Forboding Angel
Beherith wrote:I find it too much of a clone to offer anything really new. Sorry man, just needs more originality.
While I don't find it to be Clone-ish per se, there just isn't anything about that heightmap that makes me go "Wow!" or "Cool!" so yeah, I have to agree with behe here.
On the other hand, if done right it could be really really pretty. Ehh, just needs something in the landscape department imo.
Re: Ocean of War
Posted: 23 Sep 2009, 14:01
by Saktoth
You want good sea maps, this is the sort of map we need, 'wow' or 'yeah' regardless.
Its trying to be a balanced mirror version of SoW rather than anything new. I know its derivative, but thats because i wanted it to play a lot like SoW. Like the rebalanced Comet Catcher Redux everyone plays now.
Re: Ocean of War
Posted: 23 Sep 2009, 17:05
by Pxtl
Looks like a good concept (not enough naval maps require land bases), but I'd go with a quadrilateral symmetry instead of bilateral symmetry to keep 4-player FFA support.
Re: Ocean of War
Posted: 24 Sep 2009, 06:09
by Saktoth
Pxtl wrote:Looks like a good concept (not enough naval maps require land bases), but I'd go with a quadrilateral symmetry instead of bilateral symmetry to keep 4-player FFA support.
The map, and SoW, is never going to be appropriate for 4 player FFA. There is always one spare island, and only 1 island to expand to for 4 players is far from ideal.
Yet having the shared/free and ship bombardable/protected islands to expand to is integral to how the map plays.
Re: Ocean of War
Posted: 24 Sep 2009, 10:35
by hunterw
sands of war is imba, even in rock amount, so i can see the purpose
Re: Ocean of War
Posted: 25 Sep 2009, 14:32
by Forboding Angel
Well we need more good sea maps, that is not something that can be argued, but tbh I would prefer it if they were a bit mroe interesting to look at. I suppose you could fill it in with features, but meh. If I happen to think of a concept that might work I'll see what I can do (no promises).
Re: Ocean of War
Posted: 26 Sep 2009, 10:26
by JohannesH
Yeah more water maps that dont suck ass are needed, tehre arent too many atm.
Re: Ocean of War
Posted: 26 Sep 2009, 11:54
by DavetheBrave
Should be named something more descriptive like "more finely grained sands of war"
Re: Ocean of War
Posted: 26 Sep 2009, 12:31
by Saktoth
'Dust of war'?
'Talcum powder of war'?
'Sands of War Redux' just isnt as catchy.
Re: Ocean of War
Posted: 26 Sep 2009, 14:49
by Google_Frog
'Peanuts of War'
Re: Ocean of War
Posted: 26 Sep 2009, 16:55
by Gota
Google_Frog wrote:'Nuts of War'