New map: Heartbreaker

New map: Heartbreaker

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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

New map: Heartbreaker

Post by Johannes »

1v1 map, combined veh & kbot map hopefully. Loosely based on Starcraft map Heartbreak Ridge

size 12x14
income 1,75m / mex
wind 7-13

http://www.springfiles.com/show_file.php?id=2887
Pictures in Springfiles!
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: New map: Heartbreaker

Post by knorke »

one of the uglier uses of wide ramps in starcraft...

would have liked more contrast on the texture between high, low and cliff like with the low green grass/high brown ground on valley of unrest.
but good to see maps with thought put into gameplay and layout instead of zomgrandomterragen.
/edit
could not tell which ridges where raceable.
its riiiiidge racers!
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Aether_0001
Posts: 228
Joined: 25 Feb 2008, 03:41

Re: New map: Heartbreaker

Post by Aether_0001 »

Instant download.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map: Heartbreaker

Post by Gota »

knorke wrote:one of the uglier uses of wide ramps in starcraft...

would have liked more contrast on the texture between high, low and cliff like with the low green grass/high brown ground on valley of unrest.
but good to see maps with thought put into gameplay and layout instead of zomgrandomterragen.
/edit
could not tell which ridges where raceable.
its riiiiidge racers!

yep more contrast between levels and imo needs less metal.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: New map: Heartbreaker

Post by Pxtl »

Geometrically and gameplay-wise, it's very interesting.... but the landscape looks very unnatural, and not in a good way.
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New map: Heartbreaker

Post by KaiserJ »

whoops, second page

nice work, i think this'll be a lot of fun to play! its not the most visually stimulating design but i would assume that the simplicity of the visuals lends itself to the overall clarity of the map.
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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: New map: Heartbreaker

Post by Johannes »

I'm gonna release a new version sometime soon.

I'll contrast the levels a bit, won't adjust the heightmap more natural looking though since that'd be just too much work. Something (simple) to still change?Image
Just keep in mind it won't look exactly like that after i make it in full res and engine lightning is added.


And I'll tweak the economy a bit, lower mex output to 1,6-1,4 m. And possibly add some rock to suck metal (50-100? m) from next to the start pos, to better allow for veh starts.
What do you think, overall about this approach and what values would you think are best?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map: Heartbreaker

Post by Gota »

Make less metalz on it for ideal 1v1 expriance.
Also can u make the colors of ramps more accentuated?the ones kbots can pass but not vehicles..
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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: New map: Heartbreaker

Post by Johannes »

Gota wrote:Make less metalz on it for ideal 1v1 expriance.
What's the point in this comment? I already said there'll be less metal and asked for more specific imput.

And even if that wasn't the case, such comment is worthless when you don't back it up by any reasoning.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: New map: Heartbreaker

Post by Gota »

You said decrease metal values but there are tons of mexes.
I mena if you want it to play like CCR but wth kbots thn fine but if you want it to be less spammy than I think you should remove metal spots especially fomr the upper and lower flats.
To me it felt very spammy and those spots seem a bit unaesthetic in how tey are spread up there.
I think a few mexes along the border of the middle and the 2 flats would look nice and adequate but i think the amount and the way they are spread on there is not ideal.
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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: New map: Heartbreaker

Post by Johannes »

Huh? Obviously if mexes give less you can build less units. Just that mexes are a bigger harder investment when they pay themselves back slower. With fewer bigger mexes it's easier to spam stuff fast. And it'll never be any ccr with bots in any case, veh are useful in later in the game especially, and there's actual terrain unlike ccr... Yes it will eventually give you lots of stuff and possibility of teching but thats what the game is about!

And the mexes on the high grounds are there for a reason - to encourage more strategic play all across the map, instead of just endless battle across the middle.

Dunno your analysis just seems to be kinda off, sorry.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New map: Heartbreaker

Post by Forboding Angel »

Tbh, and no offense johan, the color scheme totally turns me off. It's not that it's desert or whatever, I LOVE desert maps (hell just look at the vast majority of my maps), it's jsut your colors and lighting on this totally make me go "ewww" internally.

Ok now for constructive criticism. I suggest moar ssmf usage, make the different areas really stand out. Lighten the entire thing and crank the contrast. Set the sun to an early morning/afternoon/high noon setting. I think that will accurately portray the look.

The layout is fine, nothing wrong with it at all.
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