YANM; River Dale and its siblings
Posted: 09 Oct 2005, 22:26
So, here we go with yet another new map, or should I say, maps.
Oh, a big thanks to FU for hosting and those who have helped with the testing of these maps, especially zwzsg who I constantly annoy to get some opinions from on #sy
First up I have to say that the use of tiles could have been more effective, but especially the smooth transitions between textures is a cause of a large amount of added tiles I'm afraid. They also lack any custom skybox and instead use the game generated ones. I'm a bit reluctant to release it now too because of the newer maps with some nice looking mountains (both in the texture and the heightmap department), but hey, I can blame the fact that I didn't use any terrain generator such as L3DT or terragen and instead only used image editing software.
Secondly, there are four maps in this .sd7 which all use the same tile file, so if you want Sparewood for example you have to download the entire .sd7 which includes all four maps, this might lead to some confusion with people who don't visit the maps forum but hopefully it won't be the end of the world.
Note also that the main testing of these has been done with XTA, the different climb values that the OTA units have will change the balance quite a bit, but it obviously has the same effect on everybody.
This is the link to the download: http://www.fileuniverse.com/?p=showitem&ID=1592
Now, to the maps themself, to begin with we have River Dale, a 12x20 map using an asymmetrical balance which I especially would like to recive some comments about. It is made for team games with odd vs. even (north vs. south), because of the layout and size it might become a bit too centered on air wars but I suppose only time will tell.
The map can support up to 10 players and because of problems with the mapconv it lacks any terraintypes (which, by the way, I only use to change the hardness value with on the other maps, not any speed modifiers). A minimap of River Dale;

The three smaller maps are, as I said, only smaller pieces of River Dale, from the beginning I hadn't even intended to release River Dale itself. All should be quite balanced but as always, comments are welcome.
Of the smaller maps the largest one is Hill Haven, the northern part of River Dale, it's a 12x12 map with a river going through it from the west to the east. The river has two fords which can be crossed by every vehicle while the river itself can be crossed on all places with the (XTA) amphibious units and hovers. There is a larger concentration of metal and a geo in the middle which should be worth fighting over. The smaller valleys in the hills can be used by every vehicle, while (XTA) kbots can use the mountains and hills to their advantage by climbing them (all except the tallest mountains. It is made for 2 to 4 players, though with teams it can support more.
Sparewood is the third map and is the SE part of River Dale, inspired by Sherwood (but far from a carbon copy) it also has a larger concentration of metal in the middle, note though that vehicles can't drive through the single small valley on this map. The water on the west part is not deep enough to hide the commander in and is as such not any advantage for the player that starts there. It is a 8x8 map made for 2 to 3 player FFAs.
Cliff Run is the fourth and final map, being the SW part of River Dale it was mainly inspired by Lava Run, but just as Sparewood it is far from a carbon copy. It has a geo in the middle and some metal in the deep water on the east side. It should be noted that kbots has a large advantage on this map because of the hills, you should also be aware that neither amphibious units nor hovercrafts actually can enter the bodies of water because of the steep cliffs. It is hover possible to build a shipyard in it and thus gain the two metal patches there and bombardment support.
Made for 2 players its a 4x8 map.
And now for some screenshots :D



And by request: This is the metal map, note however that it only shows where the metal spots are, not the concentration, the geos also vary depending on the map (Sparewood doesn't have any geo for example). It also show how I split River Dale into three smaller pieces.

I can't mention this too many times so here we go: I need comments, comments, and more comments. Especially comments about gameplay issues (terrain layout, metal/geo placement, start positions)
Oh, a big thanks to FU for hosting and those who have helped with the testing of these maps, especially zwzsg who I constantly annoy to get some opinions from on #sy

First up I have to say that the use of tiles could have been more effective, but especially the smooth transitions between textures is a cause of a large amount of added tiles I'm afraid. They also lack any custom skybox and instead use the game generated ones. I'm a bit reluctant to release it now too because of the newer maps with some nice looking mountains (both in the texture and the heightmap department), but hey, I can blame the fact that I didn't use any terrain generator such as L3DT or terragen and instead only used image editing software.
Secondly, there are four maps in this .sd7 which all use the same tile file, so if you want Sparewood for example you have to download the entire .sd7 which includes all four maps, this might lead to some confusion with people who don't visit the maps forum but hopefully it won't be the end of the world.
Note also that the main testing of these has been done with XTA, the different climb values that the OTA units have will change the balance quite a bit, but it obviously has the same effect on everybody.
This is the link to the download: http://www.fileuniverse.com/?p=showitem&ID=1592
Now, to the maps themself, to begin with we have River Dale, a 12x20 map using an asymmetrical balance which I especially would like to recive some comments about. It is made for team games with odd vs. even (north vs. south), because of the layout and size it might become a bit too centered on air wars but I suppose only time will tell.
The map can support up to 10 players and because of problems with the mapconv it lacks any terraintypes (which, by the way, I only use to change the hardness value with on the other maps, not any speed modifiers). A minimap of River Dale;

The three smaller maps are, as I said, only smaller pieces of River Dale, from the beginning I hadn't even intended to release River Dale itself. All should be quite balanced but as always, comments are welcome.
Of the smaller maps the largest one is Hill Haven, the northern part of River Dale, it's a 12x12 map with a river going through it from the west to the east. The river has two fords which can be crossed by every vehicle while the river itself can be crossed on all places with the (XTA) amphibious units and hovers. There is a larger concentration of metal and a geo in the middle which should be worth fighting over. The smaller valleys in the hills can be used by every vehicle, while (XTA) kbots can use the mountains and hills to their advantage by climbing them (all except the tallest mountains. It is made for 2 to 4 players, though with teams it can support more.
Sparewood is the third map and is the SE part of River Dale, inspired by Sherwood (but far from a carbon copy) it also has a larger concentration of metal in the middle, note though that vehicles can't drive through the single small valley on this map. The water on the west part is not deep enough to hide the commander in and is as such not any advantage for the player that starts there. It is a 8x8 map made for 2 to 3 player FFAs.
Cliff Run is the fourth and final map, being the SW part of River Dale it was mainly inspired by Lava Run, but just as Sparewood it is far from a carbon copy. It has a geo in the middle and some metal in the deep water on the east side. It should be noted that kbots has a large advantage on this map because of the hills, you should also be aware that neither amphibious units nor hovercrafts actually can enter the bodies of water because of the steep cliffs. It is hover possible to build a shipyard in it and thus gain the two metal patches there and bombardment support.
Made for 2 players its a 4x8 map.
And now for some screenshots :D



And by request: This is the metal map, note however that it only shows where the metal spots are, not the concentration, the geos also vary depending on the map (Sparewood doesn't have any geo for example). It also show how I split River Dale into three smaller pieces.

I can't mention this too many times so here we go: I need comments, comments, and more comments. Especially comments about gameplay issues (terrain layout, metal/geo placement, start positions)