New map: CliffHanger-v1

New map: CliffHanger-v1

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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

New map: CliffHanger-v1

Post by Cheesecan »

I give you the map that shares name with a particularly cheesy(pun intended) 90s sly movie. :mrgreen:

UberFast download mirror
Springfiles
Image
Last edited by Cheesecan on 05 Jan 2010, 16:02, edited 1 time in total.
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Battlegrounds (WIP)

Post by bartvbl »

I think east comes out stronger because it has more hills, giving a tactical advantage for east. also try to either stretch the map a bit (either way), so there is a bit of empty area between each team; so there is space for some good fighting (otherwise you would run into someone's base straight away)
I looks very promising, though! Good work :-)
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: Battlegrounds (WIP)

Post by Beherith »

Looking great, though I suggest more mexes to fight for in the center. What app are you using to make this?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Battlegrounds (WIP)

Post by PicassoCT »

how high do you plan the water?

Springboards heightmap autorender (currently a buggy alpha) didnt quite accomplish what parts should be flooded, pic related it is what the machine produced from your heightmap
howhighisthewater.jpg
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Re: Battlegrounds (WIP)

Post by Cheesecan »

bartvbl wrote:I think east comes out stronger because it has more hills, giving a tactical advantage for east. also try to either stretch the map a bit (either way), so there is a bit of empty area between each team; so there is space for some good fighting (otherwise you would run into someone's base straight away)
I looks very promising, though! Good work :-)
ooh that is a GOOD idea! I found myself thinking it is too narrow when I made the placement of the 7s and 8s, but it did not occur to me to just stretch the middle area out horizontally. Might be just what the map needs..
Beherith wrote:Looking great, though I suggest more mexes to fight for in the center. What app are you using to make this?
I'll try to add a few more mexes. :-) I am using GIMP, Terragen and my soon-to-be tennis arm.
PicassoCT wrote:how high do you plan the water?
Springboards heightmap autorender (currently a buggy alpha) didnt quite accomplish what parts should be flooded, pic related it is what the machine produced from your heightmap
howhighisthewater.jpg
Quite accurate actually! Especially considering that the map.jpg pic is the heightmap overlayed with ~10% of the texture map for some depth. Can it render larger textures too?

I am thinking to make a dry version too, as there is a decent riverbed texture in the now flooded area. I'm guessing there is still no way to do that without separate smd&smt? :?
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Cheesecan
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Joined: 07 Feb 2005, 21:30

Re: New map: CliffHanger-v1

Post by Cheesecan »

Shameless bump.
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Beherith
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Joined: 26 Oct 2007, 16:21

Re: New map: CliffHanger-v1

Post by Beherith »

If you use the same texture you can make a dry version with different heights just by using mapoptions. Check my map Lost v1 or the gundam map made by smoth for further details on how to accomplish this.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: New map: CliffHanger-v1

Post by Cheesecan »

Beherith wrote:If you use the same texture you can make a dry version with different heights just by using mapoptions. Check my map Lost v1 or the gundam map made by smoth for further details on how to accomplish this.
Thanks a lot. I checked it out and it seems clear to me how that works. I would want to slim down the scripts a bit though.

:roll:
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