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Preview, new map, The Abyss...
Posted: 14 Sep 2005, 19:19
by Jon Micheelsen
New 12x12 desert map, I've compiled...

All starting positions are located on the flat desert, where metal is low, but geothermal is very high. In the canyons metal i high, reaching extremly high in the center canyon pit - The Abyss.
Jon M.
Posted: 14 Sep 2005, 19:52
by smoth
Looks great!
Posted: 14 Sep 2005, 20:12
by Torrasque
Isn't there a bit too much geo ?
Exept that, it look great!
Posted: 14 Sep 2005, 21:20
by SwiftSpear
Torrasque wrote:Isn't there a bit too much geo ?
Exept that, it look great!
You try pushing an all energy economy without alot of geos to take the edge off the mid game nanostall.
Posted: 14 Sep 2005, 21:23
by Min3mat
thats most of the skill in xta, anymore than 2 geos per person is just obscene. and i suppose this map has a obscene amount of metal as well....no offense to the maker, looks real pretty put would seem to have some SERIOUS gameplay issues
Posted: 14 Sep 2005, 21:48
by Mars Keeper
It looks really nice. A geo gives 250 energy right? That aint much at all. Four of the is 1000. Thats to much in a beginning spot.
Posted: 14 Sep 2005, 23:34
by Weaver
Large amounts of geo thermal and metal change the game play, agreed. That does not automatically mean the balance is (any more) broken and is not necessarily a bad thing.
It is nice the see a map that requires you to rethink your normal strategy, I would be happy to see more with unusual resource levels.
Posted: 15 Sep 2005, 00:50
by GrOuNd_ZeRo
Well, there are Metal maps that allow for alot of metal production and in OTA you sometimes could build 4 geo's on 1 vent!
so I don't see much of a ballance issue here, maybe it would look a bit odd....
Posted: 15 Sep 2005, 14:41
by zwzsg
Some TA maps, like Pincushion, had a lot of vents, without killing the gameplay. And c'mon, there is that many geos on that map. I prefer that to map that have one or two oddly placed geos.
Otherwise, looks interesting. I wonder, how easily can units climb those slopes?
Posted: 15 Sep 2005, 14:52
by aGorm
Astecticly it looks very good. The hills look ruged without actully being so rough as to make them unclimbale... Are you using teh terrain type map to slow units going up the hills down? That would be sweet.
On the geo subject... yhe geos dont give as much as a fusion... but seeing as you can build one within the first 5 mins giving 4 may be a bit gennerous. Possible a few less would be better but hay its your map so its up to u! (clumps of two would be alot better im sure)
aGorm
Posted: 15 Sep 2005, 15:24
by Maelstrom
Perhaps only have one/two Geo's near the bases, but have larger clumps inbetween bases, either on the edges or in 'The Abyss!!! (Dramatic Music)'. That should keep everyone happy.
But as aGorm said, its up to you as the map designer to do what you want.
Posted: 15 Sep 2005, 16:41
by FizWizz
neato map! I think the Geos give it character. Does anyone know what effects Geo's have on a map's look when placed under water?
Posted: 15 Sep 2005, 19:34
by Jon Micheelsen
Hehe lots of replies...
Ehm, I must remind you that this is a 12x12map, there may be lots of geo's but the distance between them is quite long, even for a plane... If you build mohomine only, there i around 85 metal in each corner, but it's widely spred out, so it will require so many mohomines that ALL your geovent power will go to keep your mohos running! If you're running XTA that is...
In the center there's so much metal that you'll be litterally swimming in it, however there is no geo and it risky as you quite vulnerable down there! A single bertha/intimidator can cover most of the "abyss"...
The slopes are a little to steep to be climbable, though I'll might change that a little, however, the canyons/abyss are so deep that planes go under the desert altitude as well as desert placed radars scan range, so you can really have some wierd suprise air warfare going on...
I have used a typemap yes, however more to change the toughness of the different terrain types against deformation, than to change unit speeds, though the cliffsides do slow unit movement...
Jon M.
Posted: 15 Sep 2005, 23:19
by Gabba
Jon Micheelsen wrote:I have used a typemap yes, however more to change the toughness of the different terrain types against deformation, than to change unit speeds, though the cliffsides do slow unit movement...
Watch out, units already slow down when climbing cliffs in Spring, so your typemap setting might slow them down too much, in a weird way. I guess it could especially look weird when coming down the cliff, where you'd expect them to go faster than on flat ground...
Posted: 15 Sep 2005, 23:30
by FizWizz
Gabba wrote:Watch out, units already slow down when climbing cliffs in Spring, so your typemap setting might slow them down too much, in a weird way. I guess it could especially look weird when coming down the cliff, where you'd expect them to go faster than on flat ground...
Excuse my craziness for bringing up reality here, but I've noticed that usually when people go down steep-ish slopes they tend to actually go slower so that they don't fall flat on their faces
Posted: 16 Sep 2005, 14:43
by Jon Micheelsen
Bahh, I forgot original TA sections are 512x512 not 1024x1024, thus it's a 24x24 map and not 12x12
Don't worry FizWizz, I follow reality
Jon M.
Posted: 21 Sep 2005, 03:04
by Jon Micheelsen
Posted: 21 Sep 2005, 03:04
by Jon Micheelsen
Posted: 21 Sep 2005, 12:03
by Warlord Zsinj
It looks like a nice map, but I think "the abyss" is a bit of a hyperbole...

Posted: 21 Sep 2005, 12:53
by Justin Case
I really like the look of this map, my response to it will depend on how much metal there is and where its at. I like maps with metal in the center or in certain patches instead of evenly spread out. That can lead to some pretty cool battles over the metal, before you strike each others bases.