"UPDATED"A possible remake of "The Pass"

"UPDATED"A possible remake of "The Pass"

Discuss maps & map creation - from concept to execution to the ever elusive release.

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mufdvr222
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Joined: 01 May 2005, 09:24

"UPDATED"A possible remake of "The Pass"

Post by mufdvr222 »

Download the map here
12.7mb
http://www.mufdvr.222clan.com/The_Pass_V2.sd7


Porting the original ta version would be an insult to the Spring engine I think,
this map cried out for better proportioned mountains and thanks to Spring I think its possible. I also made this map square instead of the original rectangular shape to help scale things up.


Image

Image

Image
Last edited by mufdvr222 on 01 Oct 2005, 16:33, edited 1 time in total.
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Maelstrom
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Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Looks good! Dunno how it plays, but it definatley looks good.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Oh man, that looks hot. Make sure the metal is low, just like the original. However, since you've made it more square... maybe give each side three metal spots instead of two, just to liven it up a bit ;)
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

ANd of course the moutains need voiding... THey look like kbots would have no problems finding a path...
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FolCan
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Joined: 23 Apr 2005, 09:39

Post by FolCan »

Looks Beautiful


I remeber in OTA all the mess that used to end up in the pass... usually ended up using aircraft, because of all the mess
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Higher! Make the mountains higher! :twisted:
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

As long as Diplomats can still fire over the hills, go for it ;)
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

That's a good example of why the texture of the ported map must be redone :)
It look 10 times better than a classic port ! Great work.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

looks neat :) can You add some very high
Last edited by Dwarden on 30 Sep 2005, 15:10, edited 1 time in total.
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aGorm
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Post by aGorm »

Curios to know... how do you do the texture for the mountains? It looks very spiffy... I always thought this map was insane, nice to see it for spring!

aGorm
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

I used a program called L3DT http://users.tpg.com.au/blakest2/l3dt/
I can upload map presets I used for these mountains if needed, would save a lot of time.
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Weaver
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Joined: 07 Jul 2005, 21:15

Post by Weaver »

mufdvr222 wrote:I used a program called L3DT http://users.tpg.com.au/blakest2/l3dt/
I can upload map presets I used for these mountains if needed, would save a lot of time.
Thats the one I used for DeathValley do you use edited climate files?
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

personaly i'm not fond of the mountians being voided.. but then again.. it's your map.
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AF
AI Developer
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Post by AF »

mwha, those screenshots show as broken links for me!
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FizWizz
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Post by FizWizz »

odd, I can see the pictures just fine
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AF
AI Developer
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Post by AF »

Oh I can see them now, looks good, but yah make the mountains higher and you've got a damn perty map there =D
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

i hate the orginal version of this map cause in this map i got beaten up FIRST time in my OTA life !!! by my best friend... really annoying map that was... hes long range plasma could fire over mountain into my base... but when i tried i blow up my own freaking PLANES !!! then hes planes destroyded rest of my planes and just finished me off... annoying

btw... very rarely we find game where he can beat me :-)
only once he beaten me in strategy game...

and btw... map looks COOL but im not gonna play it cause of mine bad memories :wink:
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

I updated the screenshots in the first post, the hills are about 30% higher now, at the moment there are four metal patches, each side but the output will be low, I don`t know if I should just leave it at two per side or not, I placed four due to the maps increased size.. :| not sure what to do there..
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Nice! The only other suggestion I can make is to perhaps make the actual path of the pass a bit wider, or allow units to drive well up on the sides. You actually want units to be capable of driving through there well into the game. If it is too thin, it will block up too quickly, and it may as well be that it is just a massive impassable range. It will likely also help pathfinding out.
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

That looks awsome, and looks like it plays good, too. I love it when organic maps play well :P
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